Complete Arcane

Transcription

Complete Arcane
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
The Nature of Magic . . . . . . . . . . . . . . . . . . . . . . .4
Arcanist, Mage, or Wizard? . . . . . . . . . . . . . .4
What You Need to Play . . . . . . . . . . . . . . . . . .4
Chapter 2: Prestige Classes . . . . . . . . . . . . . . . .17
Picking a Prestige Class . . . . . . . . . . . . . . . . . . .17
Warlocks and Prestige Classes . . . . . . . . . .18
Acolyte of the Skin . . . . . . . . . . . . . . . . . . . . . . . .19
Sample Acolyte of the Skin . . . . . . . . . . . . .20
Alienist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Sample Alienist . . . . . . . . . . . . . . . . . . . . . . . .23
Argent Savant . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Sample Argent Savant . . . . . . . . . . . . . . . . . .25
Blood Magus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Sample Blood Magus . . . . . . . . . . . . . . . . . . .29
Effigy Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Sample Effigy Master . . . . . . . . . . . . . . . . . . .31
Elemental Savant . . . . . . . . . . . . . . . . . . . . . . . . . .32
Sample Elemental Savant . . . . . . . . . . . . . . .34
Enlightened Fist . . . . . . . . . . . . . . . . . . . . . . . . . .34
Sample Enlightened Fist . . . . . . . . . . . . . . . .36
Fatespinner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
Sample Fatespinner . . . . . . . . . . . . . . . . . . . .38
Geometer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
Sample Geometer . . . . . . . . . . . . . . . . . . . . . .40
Green Star Adept . . . . . . . . . . . . . . . . . . . . . . . . . .41
Sample Green Star Adept . . . . . . . . . . . . . . .43
Initiate of the Sevenfold Veil . . . . . . . . . . . . . 44
Sample Initiate of the Sevenfold Veil . . . .47
Mage of the Arcane Order . . . . . . . . . . . . . . . . .48
Sample Mage of the Arcane Order . . . . . .50
Master Transmogrifist . . . . . . . . . . . . . . . . . . . . .51
Sample Master Transmogrifist . . . . . . . . . .53
Mindbender . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Sample Mindbender . . . . . . . . . . . . . . . . . . . .56
Seeker of the Song . . . . . . . . . . . . . . . . . . . . . . . .56
Sample Seeker of the Song . . . . . . . . . . . . . .59
Sublime Chord . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Sample Sublime Chord . . . . . . . . . . . . . . . . .62
Suel Arcanamach . . . . . . . . . . . . . . . . . . . . . . . . .63
Sample Suel Arcanamach . . . . . . . . . . . . . . .65
Wayfarer Guide . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Sample Wayfarer Guide . . . . . . . . . . . . . . . . .66
Wild Mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Sample Wild Mage . . . . . . . . . . . . . . . . . . . . .70
Chapter 4: Spells and Invocations . . . . . . . . .85
Weaponlike Spells . . . . . . . . . . . . . . . . . . . . . . . .85
Critical Hits. . . . . . . . . . . . . . . . . . . . . . . . . . . .85
Sneak Attacks . . . . . . . . . . . . . . . . . . . . . . . . . .86
Spell Lists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
New Assassin Spells . . . . . . . . . . . . . . . . . . . . . . .87
New Bard Spells . . . . . . . . . . . . . . . . . . . . . . . . . .87
New Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . . .87
New Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . .87
New Ranger Spells . . . . . . . . . . . . . . . . . . . . . . . .88
New Sorcerer/Wizard Spells . . . . . . . . . . . . . .88
Warmage Spells . . . . . . . . . . . . . . . . . . . . . . . . . . .90
Wu Jen Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
Warlock Invocations . . . . . . . . . . . . . . . . . . . . 130
Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Grade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Level Equivalent . . . . . . . . . . . . . . . . . . . . . 130
Blast Shape or Eldritch Essence . . . . . . . 130
Least Invocations . . . . . . . . . . . . . . . . . . . . . 131
Lesser Invocations . . . . . . . . . . . . . . . . . . . 131
Greater Invocations . . . . . . . . . . . . . . . . . . 131
Dark Invocations . . . . . . . . . . . . . . . . . . . . . 131
Invocation Descriptions . . . . . . . . . . . . . . . . . 132
Chapter 5: Magic Items . . . . . . . . . . . . . . . . . . 137
Alternate Item Types . . . . . . . . . . . . . . . . . . . . 137
Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
New Types of Items . . . . . . . . . . . . . . . . . . . . . 139
Contingent Spells . . . . . . . . . . . . . . . . . . . . 139
Spellbooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Using Spellbooks . . . . . . . . . . . . . . . . . . . . 140
Spellbook Construction . . . . . . . . . . . . . . 140
Protecting Spellbooks . . . . . . . . . . . . . . . . 140
Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141
New Special Material . . . . . . . . . . . . . . . . . .141
New Armor Special Abilities. . . . . . . . . . .142
New Specific Armor Descriptions . . . . . .142
New Weapon Special Abilities . . . . . . . . .143
New Ring Descriptions . . . . . . . . . . . . . . . 144
New Rod Descriptions. . . . . . . . . . . . . . . . .145
Metamagic Rods . . . . . . . . . . . . . . . . . . . . . 146
New Staff Descriptions . . . . . . . . . . . . . . . 146
New Wondrous Item Descriptions . . . . .147
Chapter 6: Arcane Monsters . . . . . . . . . . . . .
Effigy Creature . . . . . . . . . . . . . . . . . . . . . . . . .
Sample Effigy Creature . . . . . . . . . . . . . . .
Creating an Effigy . . . . . . . . . . . . . . . . . . . .
Constructing an Effigy . . . . . . . . . . . . . . .
Elemental Grue . . . . . . . . . . . . . . . . . . . . . . . . .
Chaggrin (Earth Grue) . . . . . . . . . . . . . . .
Harginn (Fire Grue) . . . . . . . . . . . . . . . . . .
Ildriss (Air Grue) . . . . . . . . . . . . . . . . . . . . .
Vardigg (Water Grue) . . . . . . . . . . . . . . . . .
Elemental Monolith . . . . . . . . . . . . . . . . . . . . .
151
151
152
152
153
153
153
154
155
155
156
Air Monolith . . . . . . . . . . . . . . . . . . . . . . . . . 156
Earth Monolith . . . . . . . . . . . . . . . . . . . . . . 157
Fire Monolith . . . . . . . . . . . . . . . . . . . . . . . . 158
Water Monolith . . . . . . . . . . . . . . . . . . . . . . 158
Pseudonatural Creature . . . . . . . . . . . . . . . . . 160
Sample Pseudonatural Creature . . . . . . . 160
Creating a Pseudonatural Creature . . . . .161
Spellstitched . . . . . . . . . . . . . . . . . . . . . . . . . . . . .161
Sample Spellstitched Creature . . . . . . . . .161
Creating a Spellstitched Creature . . . . . .162
Chapter 7: Arcane Campaigns . . . . . . . . . . . 163
Bards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .163
Sorcerers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Warlocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Warmages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165
Wizards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165
Specialist Wizards . . . . . . . . . . . . . . . . . . . . . . 166
Abjurers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Conjurers . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Diviners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Enchanters . . . . . . . . . . . . . . . . . . . . . . . . . . . .167
Evokers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .167
Illusionists . . . . . . . . . . . . . . . . . . . . . . . . . . . .167
Necromancers . . . . . . . . . . . . . . . . . . . . . . . 168
Transmuters. . . . . . . . . . . . . . . . . . . . . . . . . . 168
Wu Jen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .169
The DM and the Arcane Campaign . . . . . . .169
Pacing the Arcane Game . . . . . . . . . . . . . . .169
Designing Adventures
for Spellcasters . . . . . . . . . . . . . . . . . . . . .169
World Building with Magic . . . . . . . . . . . 172
Arcane Events . . . . . . . . . . . . . . . . . . . . . . . . . . .175
Spell Duels . . . . . . . . . . . . . . . . . . . . . . . . . . . .175
Tournaments Arcane . . . . . . . . . . . . . . . . . 178
Arcane Organizations . . . . . . . . . . . . . . . . . . . 179
The Arcane Order . . . . . . . . . . . . . . . . . . . . 181
Seekers of the Song . . . . . . . . . . . . . . . . . . . 183
The Wayfarers Union . . . . . . . . . . . . . . . . . 184
Arcane Lore. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185
Multiclass Specialists and
Prohibited Schools . . . . . . . . . . . . . . . . .185
Alternative Spellbooks . . . . . . . . . . . . . . . 186
Patron Deities . . . . . . . . . . . . . . . . . . . . . . . . 188
Epic Arcane Characters. . . . . . . . . . . . . . . . . . 188
Becoming an Epic Arcane Character . . 188
Epic Warlocks, Warmages,
and Wu Jen . . . . . . . . . . . . . . . . . . . . . . . . 189
Epic Prestige-Class Characters . . . . . . . . 190
Epic Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
TABLE OF
CONTENTS
Chapter 1: Classes . . . . . . . . . . . . . . . . . . . . . . . . . .5
Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Game Rule Information . . . . . . . . . . . . . . . . .7
Warlock Invocations . . . . . . . . . . . . . . . . . . . . . . .8
Eldritch Essence Invocations . . . . . . . . . . . .8
Blast Shape Invocations . . . . . . . . . . . . . . . . .9
Other Invocations . . . . . . . . . . . . . . . . . . . . . . .9
Warmage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Game Rule Information . . . . . . . . . . . . . . . .12
Wu Jen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Game Rule Information . . . . . . . . . . . . . . . .15
Chapter 3: Arcane Feats . . . . . . . . . . . . . . . . . . . .71
Invocations and Spell-Like Abilities . . . . . . .71
Feats and Weaponlike Spells. . . . . . . . . . . . . . .72
Feat Descriptions . . . . . . . . . . . . . . . . . . . . . . . . .73
Appendix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
3
620_17925_Chpt1.indd 3
9/15/04 9:20:28 AM
INTRODUCTION
Introduction
Almost every session of a D&D game will at some point
turn on the power of arcane magic. Even if no players in
a campaign are playing arcane spellcasters (as rare as that
would be in most games), the heroes will inevitably encounter
villains or NPC allies who do command arcane power, not
to mention the wealth of monsters in the game that wield
arcane spells or spell-like abilities of their own. Regardless of
their own involvement with magic, heroes ignore the power
of the arcane at their peril.
THE NATURE OF MAGIC
While magic allows characters to perform many wondrous
acts, it’s also important to roleplay the limitations of
magic—exclusivity, mystery, and unpredictability.
Exclusivity refers to the idea that magic isn’t necessarily
easily accessible to everyone who wants to use it. This might
be the single most important difference between magic and
technology, given that once it becomes common knowledge
how to achieve some specific technological goal (creating a
matchlock musket, for instance), anyone else should be able
to obtain the same results by following the same steps in the
technological creation process.
Knowledge of magic and technical learning propagate
in very different ways, though. In an average city in which
a hundred people might have sufficient skill to build a
matchlock musket, only a dozen mages might have sufficient
knowledge and ability to master a new spell or reproduce a
desired arcane effect. Even if magical knowledge is made
available, a majority of people will always be incapable of
making use of it, lacking either the required heritage, the
blessing of a capricious deity, or a mind trained by years of
exercise and meditation.
Mystery is a natural consequence of exclusivity, for with
magic, knowledge is power in a very literal sense. A wise mage
thinks long and carefully before sharing knowledge of a spell
with someone she doesn’t know well, and some magical innovations have been discovered and lost many times as a result.
Likewise, countless fragments of learning and lore come
to light again and again in the arcane world—innovations
gleaned by individuals who then conceal their discoveries,
or which are simply forgotten when their creators die.
Finally, unpredictability refers to arcane magic’s incomplete and imperfect nature. No single arcanist, no matter
how powerful, knows all spells, all feats, and all methods
of casting. In magic, not even the most powerful of spells is
absolute, and exceptions and unforeseen complications come
along with every arcane rule and law.
ARCANIST, MAGE, OR WIZARD?
A number of terms can be used to describe arcane spellcasters, some with specific meanings and others simply
descriptive.
Arcanist: Any character who can cast arcane spells. The
term is essentially synonymous with “arcane spellcaster.”
Archmage: A character with levels in the archmage prestige class (see the Dungeon Master’s Guide, page 179), though
highly accomplished mages are often referred to as archmages
even if they don’t have actual archmage levels.
Mage: An arcane spellcaster whose primary talent is
spellcasting. Bards, for example, are not referred to as mages
(as sorcerers and wizards are) because spellcasting is simply
one facet of their overall talents.
Sorcerer: A member of the sorcerer class. In general, if
it’s not known whether a character is a sorcerer or a wizard,
he or she is referred to as a mage or arcanist.
Specialist: A wizard who has specialized in a school of
magic. A specialist should rightly be referred to by the name
that goes along with her specialty—abjurer, conjurer, diviner,
enchanter, evoker, illusionist, necromancer, or transmuter.
Warlock: A member of the warlock class, described in
this book beginning on page 5.
Wizard: A member of the wizard class. The term includes
both specialized and nonspecialized wizards, but if a wizard’s
school of specialty is known, he is referred to by the appropriate specific name.
WHAT YOU NEED TO PLAY
Complete Arcane makes use of the information in the three
D&D core rulebooks—Player’s Handbook, Dungeon Master’s
Guide, and Monster Manual. In addition, it includes references
to material in the Epic Level Handbook and the Underdark
supplement for the FORGOTTEN R EALMS Campaign Setting.
Although possession of either or both of these supplements
will enhance your enjoyment of this book, they are not
strictly necessary.
pqqqqqqqqqqqqqqqqqqqqrs
SOURCES
This book includes material from other sources, including
Dragon Magazine, web articles previously published on the
Wizards of the Coast website, and earlier publications such
as Oriental Adventures and Tome and Blood. This material
has been picked up and revised to v.3.5 based on feedback
from thousands of D&D players comparing and debating
the strengths and weaknesses of characters and options at
gaming conventions, on message boards, on email lists, and
over the counters of their friendly local gaming stores.
Most of the changes we made to previously published
material are intended to create an improved version of that
material—to help out prestige classes that were formerly
suboptimal choices, to adjust feats or spells that were
simply too good, or take whatever steps the D&D v.3.5 revision made necessary for each individual class, feat, spell, or
item. Of course, if you’re playing with older material and it’s
working fine in your game, you shouldn’t feel compelled to
change.
pqqqqqqqqqqqqqqqqqqqqrs
4
620_17925_Chpt1.indd 4
9/15/04 9:20:30 AM
Illus. by M. Cavotta
izards, sorcerers, and bards represent three approaches to classes based on arcane spellcasting.
While they offer a tremendous amount of versatility, they’re not the only arcane spellcasters
the game could feature. This chapter presents three new
standard character classes: the warlock, the warmage, and
the wu jen. Unlike a prestige class, a new standard character
class is designed for use from a character’s first class level.
Warlock: A supernatural character whose sinister powers
are inborn abilities, not spells.
Warmage: A militant spellcaster whose training focuses
on battlefield magic. The warmage first appeared in the
Miniatures Handbook.
Wu Jen: A mysterious wizard of the eastern world, whose
arcane lore revolves around mastery of the elements. The
wu jen first appeared in Oriental Adventures.
WARLOCK
Born of a supernatural bloodline, a warlock seeks to master
the perilous magic that suffuses his soul. Unlike sorcerers or
wizards, who approach arcane magic through the medium of
spells, a warlock invokes powerful magic through nothing
more than an effort of will. By harnessing his innate magical gift through fearsome determination and force of will,
a warlock can perform feats of supernatural stealth,
beguile the weak-minded, or scour his foes with blasts
of eldritch power.
Adventures: Many warlocks are champions of dark
and chaotic powers. Long ago, they (or in some cases, their
ancestors) forged grim pacts with dangerous extraplanar
powers, trading portions of their souls in exchange for
supernatural power. While many warlocks have turned
away from evil, seeking to undo the wrongs of their
former colleagues, they are still chained by the old
pacts through which they acquired their powers. The
demand to further the designs of their dark patrons,
or to resist them, drives most warlocks to seek the
opportunities for power, wealth, and great deeds (for
good or ill) offered by adventuring.
Characteristics: Warlocks harbor great reserves
of mystical energy. The font of dark magic burning
in their souls makes them resistant to many forms
of attack and arms them with dangerous power.
Warlocks do not wield spells, but they do learn to
harness their power to perform a small number
of specific attacks and tricks called invocations.
Warlocks make up for their lack of versatility by
being tougher and more resilient than sorcerers
or wizards.
5
620_17925_Chpt1.indd 5
9/15/04 9:20:36 AM
Illus. by M. Cavotta
CLASSES
CHAPTER 1
6
their servants is often a mark in the soul, not the flesh. In
Alignment: Warlocks are often chaotic or evil (and
fact, many warlocks are created by nonevil powers—
more than a few are both). The powers they serve can
wild or fey forces that can be every bit as dangerous
be cruel, capricious, and wild, unbound by conventional views of right and wrong. However,
as demons or devils. Whatever their origin, warlocks
even warlocks who derive their powers from
are widely feared and misunderstood. Most are wanthe most sinister of patrons have
derers who rarely stay in one place for long.
been known to turn the black
Races: Ambitious and often unpowers at their command
principled, humans are the most
against evil. A good-aligned
likely to seek out the dangerwarlock is a grim and fearous shortcuts to power that
some enemy of evil. All
lead to life as warlocks.
too familiar with the
Half-orcs are common
darkness lurking in his
as warlocks as well,
heart, he gazes unflinchsince they often find
ingly on the evil in others
that the powers that
and battles the foulest of
create warlocks do
foes without fear.
not discriminate
Religion: Warlocks
against individknow firsthand the power
uals of mixed
of supernatural beings, so
heritage.
they do not scorn religion.
Warlocks
Evil warlocks sometimes
of other
seek the favor of cruel and
races are
bloodthirsty deities, while
rare at best.
good warlocks often turn
Other
to the worship of noble and
Classes:
true deities for the strength
The warto win the battle raging in their
lock views
tortured souls.
sorcerers and
Background: Warlocks are
wizards as bitborn, not made. Some are the deter rivals. He values the strength and
scendants of people who trafficked
cleverness of resourceful fighters and
with demons and devils long ago.
rogues but rarely gets along with clerics
Some seek out the dark powers as
or paladins. Of course, most warlocks
youths, driven by ambition or the deunderstand that it’s a bad idea to ansire for power, but a few blameless
tagonize their comrades (especially
individuals are simply marked
those who hold the key to healing
out by the supernatural forces as
magic), and so they work out an uneasy
conduits and tools. The exact natruce with characters who otherwise
ture of a warlock’s origin is up
might ostracize them.
to the player to decide; just as a
Role: A warlock serves much the
sorcerer is not beholden to the
same role in an adventuring party
magic-wielding ancestor that
as a sorcerer or wizard would. He is
bequeathed his bloodline with
much more limited in his abilities
arcane power, a warlock is not
compared to the spell selection of
bound to follow the source
spellcasters, and he must rely on his
that gifted him with magic.
eldritch blast in place of the spell powWarlocks are not half-fiends
er of an arcane caster. Like a bard, he
or tieflings by default (although
often fits best in a party that already
many creatures of those kinds
has another spellcaster or two, since
Morthos, a warlock
become some of the most
his unique abilities provide him
powerful and terrifywith little magic to use for his
ing representatives of
companions’ benefit.
the class). The mark
that the supernatural powers leave on
620_17925_Chpt1.indd 6
9/15/04 9:20:38 AM
GAME RULE INFORMATION
Warlocks have the following game statistics.
Abilities: A high Charisma score makes a warlock’s
invocations harder to resist. High Dexterity is very valuable
to a warlock, allowing him to better aim his eldritch blasts,
and a good Constitution score is also useful.
Alignment: Any evil or any chaotic.
Hit Die: d6.
620_17925_Chpt1.indd 7
CLASSES
Class Features
All the following are class features of the warlock.
Weapon and Armor Proficiency: Warlocks are proficient
with all simple weapons. They are proficient with light armor
but not with shields.
Because the somatic components required for warlock
invocations are relatively simple, a warlock can use any of
his invocations while wearing light armor without incurring
the normal arcane spell failure chance. However, like arcane
spellcasters, a warlock wearing medium or heavy armor or
using a shield incurs a chance of arcane spell failure (all
invocations, including eldritch blast, have a somatic component). A multiclass warlock still incurs the normal arcane
spell failure chance for arcane spells received from levels in
other classes.
Invocations: A warlock does not prepare or cast spells
as other wielders of arcane magic do. Instead, he possesses a
repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses
his soul. A warlock can use any invocation he knows at will,
with the following qualifications:
A warlock’s invocations are spell-like abilities; using an
invocation is therefore a standard action that provokes attacks
of opportunity. An invocation can be disrupted, just as a
spell can be ruined during casting. A warlock is entitled to a
Concentration check to successfully use an invocation if he
is hit by an attack while invoking, just as a spellcaster would
be. A warlock can choose to use an invocation defensively, by
making a successful Concentration check, to avoid provoking
attacks of opportunity. A warlock’s invocations are subject to
spell resistance unless an invocation’s description specifically
states otherwise. A warlock’s caster level with his invocations
is equal to his warlock level.
The save DC for an invocation (if it allows a save) is 10 +
equivalent spell level + the warlock’s Charisma modifier.
CHAPTER 1
Class Skills
The warlock’s class skills (and the key ability for each skill)
are Bluff (Cha), Concentration (Con), Craft (Int), Disguise
(Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana)
(Int), Knowledge (the planes) (Int), Knowledge (religion)
(Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int),
and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Since spell-like abilities are not actually spells, a warlock
cannot benefit from the Spell Focus feat. He can, however,
benefit from the Ability Focus feat (see page 303 of the Monster
Manual), as well as from feats that emulate metamagic effects
for spell-like abilities, such as Quicken Spell-Like Ability
and Empower Spell-Like Ability (see pages 303 and 304 of
the Monster Manual).
The four grades of invocations, in order of their relative
power, are least, lesser, greater, and dark. A warlock begins
with knowledge of one invocation, which must be of the
lowest grade (least). As a warlock gains levels, he learns
new invocations, as summarized on Table 1–1 and described
below. A list of available invocations can be found following
this class description, and a complete description of each
invocation can be found in Chapter 4 of this book.
At any level when a warlock learns a new invocation,
he can also replace an invocation he already knows with
another invocation of the same or a lower grade. At 6th
level, a warlock can replace a least invocation he knows
with a different least invocation (in addition to learning a
new invocation, which could be either least or lesser). At
11th level, a warlock can replace a least or lesser invocation
he knows with another invocation of the same or a lower
grade (in addition to learning a new invocation, which
could be least, lesser, or greater). At 16th level, a warlock
can replace a least, lesser, or greater invocation he knows
with another invocation of the same or a lower grade (in
addition to learning a new invocation, which could be least,
lesser, greater, or dark).
Finally, unlike other spell-like abilities, invocations
are subject to arcane spell failure chance as described
under Weapon and Armor Proficiency above. Warlocks
can qualify for some prestige classes usually intended for
spellcasters; see Warlocks and Prestige Classes, page 18,
for details.
Eldritch Blast (Sp): The first ability a warlock learns is
eldritch blast. A warlock attacks his foes with eldritch power,
using baleful magical energy to deal damage and sometimes
impart other debilitating effects.
An eldritch blast is a ray with a range of 60 feet. It is a ranged
touch attack that affects a single target, allowing no saving
throw. An eldritch blast deals 1d6 points of damage at 1st
level and increases in power as the warlock rises in level. An
eldritch blast is the equivalent of a spell whose level is equal
to one-half the warlock’s class level (round down), with a
minimum spell level of 1st and a maximum of 9th when a
warlock reaches 18th level or higher.
An eldritch blast is subject to spell resistance, although the
Spell Penetration feat and other effects that improve caster
level checks to overcome spell resistance also apply to eldritch
blast. An eldritch blast deals half damage to objects. Metamagic
feats cannot improve a warlock’s eldritch blast (because it is a
spell-like ability, not a spell). However, the feat Ability Focus
(eldritch blast) increases the DC for all saving throws (if any)
associated with a warlock’s eldritch blast by 2. See page 303 of
the Monster Manual.
7
9/15/04 9:20:48 AM
CLASSES
CHAPTER 1
Detect Magic (Sp): Beginning at 2nd level, a warlock can
use detect magic as the spell at will. His caster level equals his
class level.
Damage Reduction (Su): Fortified by the supernatural
power flowing in his body, a warlock becomes resistant to
physical attacks at 3rd level and above, gaining damage
reduction 1/cold iron. At 7th level and every four levels
thereafter, a warlock’s damage reduction improves as shown
on Table 1–1.
Deceive Item (Ex): At 4th level and higher, a warlock has
the ability to more easily commandeer magic items made
for the use of other characters. When making a Use Magic
Device check, a warlock can take 10 even if distracted or
threatened.
Fiendish Resilience (Su): Beginning at 8th level, a
warlock knows the trick of fiendish resilience. Once per day,
as a free action, he can enter a state that lasts for 2 minutes.
While in this state, the warlock gains fast healing 1.
At 13th level, a warlock’s fiendish resilience improves.
When in his fiendish resilience state, he gains fast healing 2
instead. At 18th level, a warlock’s fiendish resilience improves
to fast healing 5.
Table 1–1: The Warlock
Base
Attack
Fort Ref Will
Invocations
Level Bonus
Save Save Save Special
Known
1st +0
+0 +0 +2 Eldritch blast 1d6,
1
invocation (least)
2nd +1
+0 +0 +3 Detect magic
2
3rd +2
+1 +1 +3 Damage reduction 2
1/cold iron,
eldritch blast 2d6
4th +3
+1 +1 +4 Deceive item
3
5th +3
+1 +1 +4 Eldritch blast 3d6
3
6th +4
+2 +2 +5 New invocation
4
(least or lesser)
7th +5
+2 +2 +5 Damage reduction 4
2/cold iron,
eldritch blast 4d6
8th +6/+1
+2 +2 +6 Fiendish resilience 1 5
9th +6/+1
+3 +3 +6 Eldritch blast 5d6
5
10th +7/+2
+3 +3 +7 Energy resistance 5 6
11th +8/+3
+3 +3 +7 Damage reduction 7
3/cold iron,
eldritch blast 6d6,
new invocation (least,
lesser, or greater)
12th +9/+4
+4 +4 +8 Imbue item
7
13th +9/+4
+4 +4 +8 Fiendish resilience 2 8
14th +10/+5
+4 +4 +9 Eldritch blast 7d6
8
15th +11/+6/+1 +5 +5 +9 Damage reduction 9
4/cold iron
16th +12/+7/+2 +5 +5 +10 New invocation
10
(least, lesser,
greater, or dark)
17th +12/+7/+2 +5 +5 +10 Eldritch blast 8d6
10
18th +13/+8/+3 +6 +6 +11 Fiendish resilience 5 11
19th +14/+9/+4 +6 +6 +11 Damage reduction 11
5/cold iron
20th +15/+10/+5 +6 +6 +12 Eldritch blast 9d6, 12
energy resistance 10
8
620_17925_Chpt1.indd 8
Energy Resistance (Su): At 10th level and higher, a
warlock has resistance 5 against any two of the following
energy types: acid, cold, electricity, fire, and sonic. Once the
types are chosen, this energy resistance cannot be changed.
At 20th level, a warlock gains resistance 10 against the two
selected types of energy.
Imbue Item (Su): A warlock of 12th level or higher can
use his supernatural power to create magic items, even if he
does not know the spells required to make an item (although
he must know the appropriate item creation feat). He can
substitute a Use Magic Device check (DC 15 + spell level for
arcane spells or 25 + spell level for divine spells) in place of
a required spell he doesn’t know or can’t cast.
If the check succeeds, the warlock can create the item as if
he had cast the required spell. If it fails, he cannot complete
the item. He does not expend the XP or gp costs for making
the item; his progress is simply arrested. He cannot retry this
Use Magic Device check for that spell until he gains a new
level.
WARLOCK INVOCATIONS
Warlocks choose the invocations they learn as they gain
levels, much like bards or sorcerers choose which spells to
learn. However, a warlock’s arcane repertoire is even more
limited than that of a sorcerer, and his invocations are spelllike abilities, not spells.
In addition to its grade (least, lesser, greater, or dark),
every invocation has a spell level equivalent, which is used
in the calculation of save DCs and for other purposes. A
least invocation has a level equivalent of 1st or 2nd; a lesser,
3rd or 4th; a greater, 5th or 6th; and a dark invocation has a
level equivalent of 6th or higher (maximum 9th). The level
equivalent for each invocation is given in its description in
Chapter 4.
A warlock can dismiss any invocation as a standard action,
just as a wizard can dismiss a spell.
Invocations and Eldritch Blast: Eldritch blast is not an
invocation, but some invocations provide a warlock with
the ability to modify his eldritch blast or add new eldritch
attacks.
ELDRITCH ESSENCE INVOCATIONS
Some of a warlock’s invocations, such as frightful blast,
modify the damage or other effects of the warlock’s eldritch
blast. These are called eldritch essence invocations. Unless
noted otherwise, eldritch blasts modified by eldritch essence
invocations deal damage normally in addition to imparting
the effects described in the invocation description.
A warlock can apply only one eldritch essence invocation
to a single eldritch blast, choosing from any of the eldritch
essence invocations that he knows. When a warlock applies
an eldritch essence invocation to his eldritch blast, the spell
level equivalent of the modified blast is equal to the spelllevel of the eldritch blast or of the eldritch essence invocation,
whichever is higher. If a warlock targets a creature with an
9/15/04 9:20:50 AM
CLASSES
the eldritch blast or of the blast shape invocation, whichever
is higher.
A warlock can apply a blast shape invocation and an eldritch
essence invocation (see Eldritch Essence Invocations above)
to the same blast. When a warlock uses an eldritch essence
and a blast shape to alter an eldritch blast, the spell-level
equivalent is equal to the spell level of the eldritch blast, the
eldritch essence invocation, or the blast shape invocation,
whichever is higher.
Example: Morthos decides to make his eldritch blast attack
a hellrime eldritch spear. As a 6th-level warlock, Morthos’s
eldritch blast is the equivalent of a 3rd-level spell. Eldritch spear
is the equivalent of a 2nd-level spell, while hellrime blast is
the equivalent of a 4th-level spell. His hellrime eldritch spear
is therefore the equivalent of a 4th-level spell.
CHAPTER 1
eldritch essence blast that has immunity to the invocation’s
effect, it still takes the damage from the blast normally
(provided it isn’t also immune to the eldritch blast).
A warlock can apply an eldritch essence invocation and a
blast shape invocation (see below) to the same blast. When
a warlock uses both kinds of invocations to alter an eldritch
blast, the spell level equivalent is equal to the spell level of
the eldritch blast, the level of the eldritch essence invocation, or the level of the blast shape invocation, whichever
is higher.
Example: Morthos, a 1st-level warlock, decides to make
his eldritch blast attack into a frightful blast. Morthos’s eldritch
blast is the equivalent of a 1st-level spell, while frightful blast
is an effect equivalent to a 2nd-level spell. His frightful blast
is thus the equivalent of a 2nd-level spell.
Least Eldritch Essence Invocations
Least Blast Shape Invocations
Frightful Blast: Target must make Will save or become
Eldritch Spear: Blast range increases to 250 feet.
shaken.
Hideous Blow: Melee attack channels eldritch blast.
Sickening Blast: Target must make Fortitude save or
become sickened.
Lesser Blast Shape Invocation
Eldritch Chain: Blast jumps from initial target to secondLesser Eldritch Essence Invocations
ary targets.
Beshadowed Blast: Target must make Fortitude save or
become blind for 1 round.
Greater Blast Shape Invocation
Brimstone Blast: Blast deals fire damage and target must
Eldritch Cone: Blast takes the shape of a cone.
make Reflex save or catch fire.
Hellrime Blast: Blast deals cold damage and target must Dark Blast Shape Invocation
make Fortitude save or take –2 penalty to Dexterity.
Eldritch Doom: Blast affects all enemies within 20 feet.
Greater Eldritch Essence Invocations
OTHER INVOCATIONS
Bewitching Blast: Target must make Will save or be
In addition to the potent blast shape and eldritch essence
confused for 1 round.
invocations, warlocks learn a number of others that enable
Noxious Blast: Target must make Fortitude save or be
them to perform many tricks and attacks. These invocations
nauseated.
are briefly described below, and their full descriptions can
Repelling Blast: Target must make Reflex save or be
be found in Chapter 4: Spells and Invocations.
knocked back.
Vitriolic Blast: Blast ignores spell resistance and deals Least Invocations
acid damage for several rounds.
Baleful Utterance: Speak word of the Dark Speech and
shatter objects as the shatter spell.
Dark Eldritch Essence Invocation
Beguiling Influence: Gain bonus on Bluff, Diplomacy,
Utterdark Blast: Target must make Fortitude save or gain
and Intimidate checks.
two negative levels.
Breath of the Night: Create a fog cloud as the spell.
Dark One’s Own Luck: Gain a luck bonus on one type
BLAST SHAPE INVOCATIONS
of saves.
Some of a warlock’s invocations, such as eldritch spear, modify
Darkness: Use darkness as the spell.
the range, target(s), or area of a warlock’s eldritch blast. These
Devil’s Sight: See normally in darkness and magical
are called blast shape invocations. Unless noted otherwise,
darkness.
eldritch blasts subject to blast shape invocations deal damage
Earthen Grasp: Use earthen grasp as the spell.
normally in addition to imparting the effects described in the
Entropic Warding: Deflect incoming ranged attacks,
invocation description. A warlock can apply only one blast
leave no trail, and prevent being tracked by scent.
shape at a time to an eldritch blast, and he can choose from
Leaps and Bounds: Gain bonus on Balance, Jump, and
any of the blast shape invocations that he knows. A warlock
Tumble checks.
need not apply a blast shape invocation to his eldritch blast.
Miasmic Cloud: Create a cloud of mist that grants concealWhen a warlock applies a blast shape invocation to his eldritch
ment and fatigues those who enter.
blast, the spell-level equivalent is equal to the spell level of
620_17925_Chpt1.indd 9
9
9/15/04 9:20:52 AM
CLASSES
CHAPTER 1
See the Unseen: Gain see invisibility as the spell and Human Warlock Starting Package
darkvision.
Armor: Studded leather (+3 AC, armor check penalty –1,
Spiderwalk: Gain spider climb as the spell and you are
speed 30 ft., 20 lb.).
immune to webs.
Weapons: Heavy mace (1d8, 8 lb., one-handed, bludgeonSummon Swarm: Use summon swarm as the spell.
ing).
Light crossbow (1d8/19–20, range inc. 80 ft., 4 lb., piercLesser Invocations
ing).
Charm: Cause a single creature to regard you as a
Skill Selection: Pick a number of skills equal to 3 + Int
friend.
modifier.
Curse of Despair: Curse one creature as the bestow curse
Skill
Ranks
Ability
Armor Check Penalty
spell, or hinder their attacks.
Bluff
4
Cha
—
The Dead Walk: Create undead as the animate dead
Concentration
4
Con
—
spell.
Spellcraft
4
Int
—
Fell Flight: Gain a fly speed with good maneuverability.
Use Magic Device 4
Cha
—
Disguise
4
Cha
—
Flee the Scene: Use short-range dimension door as the spell,
Sense Motive
4
Wis
—
and leave behind a major image.
Spot
(cc)
2
Wis
—
Hungry Darkness: Create shadows filled with a swarm
of bats.
Stony Grasp: Use stony grasp as the spell.
Invocations Known: Baleful utterance.
Voidsense: Gain blindsense 30 feet.
Feat: Toughness.
Voracious Dispelling: Use dispel magic as the spell, causBonus Feat: Point Blank Shot.
ing damage to creatures whose effects are dispelled.
Gear: Backpack with waterskin, 1 day’s trail rations,
Walk Unseen: Use invisibility (self only) as the spell.
bedroll, sack, and flint and steel. Hooded lantern, 3 pints of
Wall of Gloom: Use wall of gloom as the spell.
oil. Case with 10 crossbow bolts.
Gold: 4d4 gp.
Greater Invocations
Chilling Tentacles: Use Evard’s black tentacles as the spell,
and deal extra cold damage to creatures in the area.
Devour Magic: Use targeted greater dispel magic with a
Some spellcasters care for only one thing: war. They dream
touch and gain temporary hit points based on the level of
of steel and mighty blasts of devastating magic, the march of
spells successfully dispelled.
troops, and the unleashed destruction found on battlefields
Enervating Shadow: Gain total concealment in dark
everywhere. Graduates of special arcane war colleges, those
areas and impose a Strength penalty on adjacent living
known as warmages are drilled only and utterly in the casting
creatures.
of spells most useful for laying down destruction, confusing
Tenacious Plague: Use insect plague as the spell, but the
an enemy, or screening an allied action. The utilitarian spells
summoned locust swarm deals damage as a magic weapon.
used by wizards and sorcerers have little importance to a
Wall of Perilous Flame: Create a wall of fire as the spell,
warmage’s way of thinking. What are support casters for, after
but half the damage from the wall results from supernatural
all? A warmage cares only for success on the battlefield, or,
power.
in some cases, in the series of smaller campaigns favored by
Warlock’s Call: Use sending as the spell, but risk damage
adventuring companies.
from recipient.
Adventures: Warmages sign up for stints with adventuring companies that require straightforward, military-style
Dark Invocations
blasting magic. Warmages hone and develop their arts
Dark Discorporation: Become a swarm of batlike shadthrough action rather than study, so without prolonged use
ows, gaining many benefits of the swarm subtype.
of their powers in combat they cannot reach the pinnacle of
Dark Foresight: Use foresight as the spell, and communitheir profession. Good-aligned warmages are concerned with
cate telepathically with a close target of the effect.
rebuffing the movements of warlike groups—who better
Path of Shadow: Use shadow walk as the spell and speed
to blast into smoking ruin than those who have it coming?
up natural healing.
Evil-aligned warmages feel no constraints on who might
Retributive Invisibility: Use greater invisibility as the
become the targets of their spells. They adventure to gain
spell (self only) that deals damage in a burst if dispelled.
destructive power.
Word of Changing: Use baleful polymorph as the spell,
Characteristics: Warmages access their magic peculiarly,
but the effect could become permanent.
at least compared to the way wizards, sorcerers, and clerics
do. A warmage selects his spells from a limited pool of knowledge that rarely changes. Early in their difficult training,
warmages instill deep within themselves the knowledge of
WARMAGE
10
620_17925_Chpt1.indd 10
9/15/04 9:20:53 AM
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
620_17925_Chpt1.indd 11
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
0
5
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
CLASSES
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Special
Armored mage (light),
warmage edge
—
Advanced learning
—
—
Advanced learning
Sudden Empower
Armored mage (medium)
—
Sudden Enlarge
Advanced learning
—
—
—
Sudden Widen
Advanced learning
—
—
—
Sudden Maximize
CHAPTER 1
Table 1–2: The Warmage
Base
Attack Fort Ref Will
Level Bonus Save Save Save
1st
+0
+0
+0
+2
death and magic). Many warmages revere no
deity at all.
Background: Warmages are chosen
(or apply) to attend special arcane
war colleges. Such colleges are
not for the weak of spirit. The rigors of both body and mind bear little
resemblance to the apprenticeship
undergone by regular wizards,
or the self-taught fumbling of
sorcerers. Warmage colleges
are more similar to boot
camps sponsored by
large nation-states.
Throughout their
training, warmages are forced to
wear ponderous garments (meant to familiarize their bodies
with the limitations of movement in armor)
while drilling constantly with spells,
most of which are too high in
level to be cast by the
student. This vigorous drilling instills
the spells in a warmage’s unconscious
mind, so that as he grows in power later in life,
those spells become available for his use without
his needing a spellbook.
After their training, warmages share a deep feeling
of camaraderie with their fellow students and continue to
feel a slight affection for any well-run military outfit.
Illus. by M. Cavotta
all the spells they will ever need. Warmages know
fewer spells than wizards and even sorcerers, but the spells
they do know
are enhanced.
Ferno, a warmage
Warmages
do not need
to study
spellbooks,
but they
do need to
prepare their
spells each day
by spending
time to call up the
knowledge from
their unconscious
minds. Warmages do
not specialize in
schools of magic
the way wizards
can.
In their training, warmages
also learn a few mundane warlike
skills. They develop proficiency with
some weapons and armor, learning to use
such items without incurring a risk of arcane
spell failure.
Alignment: Because all alignments must
be prepared to fight for their causes, warmages might be found among virtually any army that
uses spellcasting as artillery on the battlefield.
Religion: Some warmages favor Boccob (deity
of magic), while others follow Wee Jas (deity of
——————— Spells per Day ———————
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3
— —
— — — — — —
4
5
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
—
—
3
4
5
6
6
6
6
6
6
6
6
6
6
6
6
6
6
—
—
—
—
3
4
5
6
6
6
6
6
6
6
6
6
6
6
6
—
—
—
—
—
—
3
4
5
6
6
6
6
6
6
6
6
6
6
—
—
—
—
—
—
—
—
3
4
5
6
6
6
6
6
6
6
6
—
—
—
—
—
—
—
—
—
—
3
4
5
6
6
6
6
6
6
—
—
—
—
—
—
—
—
—
—
—
—
3
4
5
6
6
6
6
—
—
—
—
—
—
—
—
—
—
—
—
—
—
3
4
5
6
6
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
3
4
5
11
9/15/04 9:20:58 AM
CLASSES
CHAPTER 1
Races: Most warmages are humans or half-elves. But the Class Features
toughness of spirit needed to survive a term at an arcane war
All the following are class features of the warmage.
college can manifest itself in any of the common races. It is
Weapon and Armor Proficiency: Warmages are profirare for savage humanoids to be accepted into a war college,
cient with all simple weapons, light armor, and light shields.
though some of the more organized societies might set up
At 8th level, a warmage gains proficiency with medium armor
their own war colleges for arcane spellcasters.
(see Armored Mage, below).
Other Classes: Warmages find they have little in common
Spells: A warmage casts arcane spells (the same type of
with sorcerers and wizards, who learn their craft without
spells available to sorcerers and wizards), which are drawn
the rigors or discipline of a warmage’s apprenticeship. In
from the warmage spell list given below. He can cast any
fact, warmages are likely to be more comfortable with the
spell he knows without preparing it ahead of time the way
regimented classes—those that appreciate military traina cleric or wizard must. When a warmage gains access to a
ing—such as paladins, monks, and fighters.
new level of spells, he automatically knows all the spells for
Role: The warmage’s spell selection is already determined.
that level listed on the warmage’s spell list. Essentially, his
He is the ranged magical artillery that military troops rely on,
spell list is the same as his spells known list. Warmages also
or the center of a smaller adventuring company’s offensive
have the option of adding to their existing spell list through
power. An adventuring company with a warmage should
their advanced learning ability as they increase in level (see
strongly consider including a second spellcaster, such as a bard,
below). See page 90 for the warmage’s spell list.
cleric, druid, or even a wizard, to complement the warmage’s
To cast a spell, a warmage must have a Charisma score of
offensive focus with defensive and utilitarian abilities.
10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1stlevel spells, and so forth). The Difficulty Class for a saving
GAME RULE INFORMATION
throw against a warmage’s spell is 10 + the spell’s level +
Warmages have the following game statistics.
the warmage’s Charisma modifier. Like other spellcasters,
Abilities: Charisma determines how powerful a spell
a warmage can cast only a certain number of spells of each
a warmage can cast, how many spells a warmage can cast
spell level per day. His base daily spell allotment is given
per day, and how hard those spells are to resist (see Spells,
on Table 1–1: The Warmage. In addition, he receives bonus
below). A warmage’s Intelligence bonus is added to damage
spells for a high Charisma score (see Table 1–1, page 8 of the
dealt by spells through his warmage edge ability. Like a
Player’s Handbook).
sorcerer or wizard, a warmage benefits from high Dexterity
Unlike a cleric or a wizard, a warmage need not prepare
and Constitution scores.
his spells in advance. He can cast any spell he knows at any
Alignment: Any.
time, assuming he has not yet used up his spells per day for
Hit Die: d6.
that spell level.
Armored Mage (Ex): Normally, armor of any type interClass Skills
feres with an arcane spellcaster’s gestures, which can cause
The warmage’s class skills (and the key ability for each
his spells to fail (if those spells have somatic components). A
skill) are Concentration (Con), Craft (Int), Intimidate (Cha),
warmage’s limited focus and specialized training, however,
Knowledge (arcana) (Int), Knowledge (history) (Int), Profesallows him to avoid arcane spell failure as long as he sticks to
sion (Wis), and Spellcraft (Int).
light armor and light shields. This training does not extend
Skill Points at 1st Level: (2 + Int modifier) × 4.
to medium or heavier armors, nor to heavy shields. Nor does
Skill Points at Each Additional Level: 2 + Int
this ability apply to spells gained from a different spellcasting
modifier.
class.
pqqqqqqqqqqqqqqqqqqqqrs
TARTH MOORDA
In the arid hills of the Abbor-Alz stands the old fortress of Tarth
Moorda, once used by the garrisons of Urnst where they guarded
against gnoll and nomad raids from the Bright Desert, but falling
into eventual abandonment and ruin when adventurers drove
away the humanoid tribes. Fifteen years ago, the Duke of Urnst
gave the fortress over to the Order of the Fire Hawk, a society of
warmages loyal to the realm who desired an isolated stronghold
where new initiates could be trained in solitude.
With its dun-colored walls rising forbiddingly above the rockstrewn hills and the sweeping view of the Bright Desert to the
south, Tarth Moorda is now the principal academy in which warmages loyal to the Duchy of Urnst are trained, and the emptiness
around it rings with the sounds of martial exercises and mighty
battle-magic. The uncomfortable climate of the citadel is seen
12
as a distinct advantage by the order; the heat and rugged terrain
serve to increase the rigorous nature of the initiates’ exercises
and training.
The Fire Hawks adhere to a strictly ordered martial hierarchy
and vigorously patrol the hills and sands near their stronghold.
Initiates who have not yet learned to cast their first spells serve
as footsoldiers and sentries under the command of more
senior students. As High Warmaster, the formidable warmage
Sereda Ostarte is head of the order, and six warmasters under
her directly oversee the training of new initiates. Sereda is quite
concerned with the rise of Rary’s sinister realm in the Bright
Desert, and aggressively questions any adventurers found passing through her lands as she seeks word of events deep in the
desert (even while hoping to ferret out any spies in the service
of the fallen archmage).
pqqqqqqqqqqqqqqqqqqqqrs
620_17925_Chpt1.indd 12
9/15/04 9:21:06 AM
Postern
Gate
High
Warmaster’s
Warmaster
Quarters
Chapel
CLASSES
Students
Students’
Quarters
Cistern
House
Kitchen
Armorers
Armorers’
Shop
CHAPTER 1
The Citadel
Armory
Postern
Gate
Refectory
Warmasters
Warmasters’
Hall
S
E
Stable
W
N
Main Gate
Road
TARTH MOORDA
One Square = 10 feet
At 8th level, a warmage learns to use medium armor with
no chance of arcane spell failure.
Warmage Edge (Ex): A warmage is specialized in dealing
damage with his spells. Whenever a warmage casts a spell
that deals hit point damage, he adds his Intelligence bonus (if
any) to the amount of damage dealt. For instance, if a 1st-level
620_17925_Chpt1.indd 13
warmage with 17 Intelligence casts magic missile, he deals
1d4+1 points of damage normally, plus an extra 3 points of
damage due to his Intelligence bonus. The bonus from the
warmage edge special ability applies only to spells that he
casts as a warmage, not to those he might have by virtue of
levels in another class.
13
9/15/04 9:21:08 AM
CLASSES
CHAPTER 1
A single spell can never gain this extra damage more than
once per casting. For instance, a fireball deals the extra damage
to all creatures in the area it affects. However, if a 3rd-level
warmage casts magic missile and produces two missiles, only
one of them (of the warmage’s choice) gains the extra damage,
even if both missiles are directed at the same target. If a spell
deals damage for more than 1 round, it deals this extra damage
in each round.
Scrolls scribed by a warmage do not gain any benefit from
warmage edge. Scrolls activated by a warmage also gain no
benefit from warmage edge. The same is true for most other
magic items, such as wands and potions. However, staffs activated by a warmage use not only the warmage’s caster level but
also gain the benefits of the warmage edge, if applicable.
Advanced Learning (Ex): At 3rd, 6th, 11th, and 16th
level, a warmage can add a new spell to his list, representing
the result of personal study and experimentation. The spell
must be a wizard spell of the evocation school, and of a level
no higher than that of the highest-level spell the warmage
already knows. Once a new spell is selected, it is forever added
to that warmage’s spell list and can be cast just like any other
spell on the warmage’s list.
Sudden Empower: At 7th level, a warmage gains Sudden
Empower (described in Chapter 3) as a bonus feat. If he
already has the feat, he can choose a different metamagic
feat.
Sudden Enlarge: At 10th level, a warmage gains Sudden
Enlarge (described in Chapter 3) as a bonus feat. If he already
has the feat, he can choose a different metamagic feat.
Sudden Widen: At 15th level, a warmage gains Sudden
Widen (described in Chapter 3) as a bonus feat. If he already
has the feat, he can choose a different metamagic feat.
Sudden Maximize: At 20th level, a warmage gains Sudden
Maximize (described in Chapter 3) as a bonus feat. If he
already has the feat, he can choose a different metamagic
feat.
Human Warmage Starting Package
Armor: Studded leather (+3 AC, armor check penalty –1,
speed 30 ft., 20 lb.).
Weapons: Spear (1d8/×3, range inc. 20 ft., 6 lb., twohanded, piercing).
Light crossbow (1d8/19–20, range inc. 80 ft., 4 lb., piercing).
Skill Selection: Pick a number of skills equal to 3 + Int
modifier.
Skill
Ranks Ability
Spellcraft
4
Int
Concentration
4
Con
Knowledge (arcana) 4
Int
Intimidate
4
Cha
Survival (cc)
2
Wis
Diplomacy (cc)
2
Cha
Hide (cc)
2
Dex
Armor Check Penalty
—
—
—
—
—
—
–1
Feat: Combat Casting.
Bonus Feat: Toughness.
Gear: Backpack with waterskin, 1 day’s trail rations,
bedroll, sack, and flint and steel. Case with 10 bolts. Spell
component pouch. Three torches.
Gold: 1d4 gp.
WU JEN
Wu jen are spellcasters with mysterious powers. They command the elements, spirit forces, and the powers of nature.
They are seldom found living with the rest of human society.
Instead, they live as hermits in the wilderness, purifying
their bodies and minds to contact the various natural and
supernatural powers of the world. From these entities they
learn their spells—magical means to control the invisible
forces of the world.
Adventures: Wu jen typically adventure to expand
their knowledge of the world, both magical and mundane.
Like wizards, they tend to approach adventures with careful planning, since their daily spell selection is vitally
important.
Characteristics: Wu jen are the arcane spellcasters
of the Far East. As with wizards, their spells are their
primary class feature, and as such assume an all-important
role in their lives. Many wu jen spells draw on the power
of the five elements (earth, fire, metal, water, and wood).
Finally, wu jen are adept at manipulating their spells,
increasing their range, duration, or effect, or eliminating verbal or somatic components through permanent
metamagic effects.
Alignment: Wu jen tend to stand apart from the lawful
societies predominant in most cultures, flouting the rules
and norms of decent folk. They have a strong tendency
toward chaos, but in any event they cannot be lawful.
Background: Wu jen crave magical power in a world
where no organized colleges of wizardry typically exist.
Their thirst drives them to seek out others like themselves—hermits, recluses, or exiles who have gained the
secrets they seek. Nearly all wu jen are trained by a single
mentor in this fashion, outcast from proper society and set
apart by their fearsome supernatural powers.
Races: Most wu jen are humans, though members of
all the common races of the eastern lands can learn their
craft.
Other Classes: Wu jen generally don’t like members
of any other class. At the same time, however, a wu jen is
painfully aware that without fighters and samurai to block
enemy soldiers, a shaman to heal her wounds, and perhaps
a rogue to deal with locks and traps, her path to the knowledge she seeks might be blocked by insurmountable and
possibly fatal obstacles. This realization of her reliance on
other classes might make her accept them or might make
her resent them.
14
620_17925_Chpt1.indd 14
9/15/04 9:21:14 AM
GAME RULE INFORMATION
CLASSES
Class Features
Hide-yori,
All the following are class
a wu jen
features of the wu jen.
Weapon and Armor Proficiency: Wu jen are proficient
with all simple weapons. They are not proficient
with any type of armor or shield. Armor of any
type interferes with a wu jen’s arcane gestures,
which can cause her spells with somatic components to fail.
Spells: A wu jen casts arcane spells, which are drawn
from the wu jen spell list (page 91). She is limited to a certain
number of spells of each spell level per day, according to her
class level. A wu jen must choose and prepare spells ahead
Bonus Languages: A wu
jen can substitute Draconic
or Giant for one
of the bonus languages available to
the character because
of her race, since many
ancient tomes of magic are
written in these languages and
apprentice wu jen often learn them
as part of their studies.
Watchful Spirit: Once per day, a wu jen can reroll
an initiative roll she has just made before she knows
her place in the initiative order. She takes
the better of the two rolls.
Bonus Feat: A wu jen begins play
with a bonus metamagic feat.
Spell Secret: At 3rd level, and
every three levels thereafter, a wu jen can choose one
spell known to her that then becomes permanently
modified as though affected by one of the following metamagic feats: Enlarge Spell, Extend Spell,
Still Spell, or Silent Spell. The spell’s level does
not change, and once the choice of spell and modification
are chosen, they cannot be changed. As the wu jen goes up
in level, she can choose the same spell to be modified in different ways with multiple spell secrets. She does not need to
know the feat she applies to the spell.
CHAPTER 1
Class Skills
A wu jen’s class
skills (and the
key ability for each
skill) are Concentration (Con), Craft (Int),
Knowledge (all skills,
taken individually) (Int),
Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level:
(2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Illus. by M. Cavotta
Wu jen have the following game statistics.
Abilities: Intelligence determines how powerful a spell
a wu jen can cast, how many spells the wu jen
can cast per day, and how hard those spells are
to resist. To cast a spell, a wu jen must have an
Intelligence score of 10 + the spell’s level. A wu
jen gets bonus spells based on Intelligence.
The Difficulty Class of a saving throw against
a wu jen’s spell is 10 + the spell’s level + the
wu jen’s Intelligence modifier. High
Dexterity is helpful for a wu jen,
who typically wears little or no
armor, because it provides
her with an Armor Class
bonus. A good Constitution gives a wu jen
extra hit points, a
resource that she is
otherwise very low
on.
Alignment:
Any nonlawful.
Hit Die: d4.
of time like a wizard (see Preparing Wizard Spells, page 177
of the Player’s Handbook).
To learn, prepare, or cast a spell, a wu jen must have an
Intelligence score of at least 10 + the spell’s level. A wu jen’s
bonus spells are based on Intelligence. The Difficulty
Class for saving throws against wu jen spells is 10
+ the spell’s level + the wu jen’s Intelligence
modifier.
A wu jen’s base daily spell allotment is
given on Table 1–3. In addition, she receives
bonus spells per day if she has a high Intelligence score (see Table 1–1: Ability
Modifiers and Bonus Spells, page
8 of the Player’s Handbook).
15
620_17925_Chpt1.indd 15
9/15/04 9:21:16 AM
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Illus. by D. Kovacs
CLASSES
CHAPTER 1
Table 1–3: The Wu Jen
Base
Attack Fort Ref Will
Level Bonus Save Save Save
1st
+0
+0
+0
+2
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Watchful spirit,
bonus feat
Spell secret
Elemental mastery
Spell secret
Spell secret
Spell secret
Spell secret
Elemental Mastery: Many of the wu jen’s spells
are divided into five elemental groups: earth,
fire, metal, water, and wood. At 6th level,
instead of receiving a spell secret, a
wu jen becomes a master of one of
these five elements (her choice).
Thereafter, whenever a wu
jen casts a spell of that element, her effective caster
level (for purposes of determining level-dependent spell
variables and for caster level
checks) is increased by two. In
addition, the wu jen herself gets
a +2 competence bonus on saving
throws against spells of that element. Certain spells on the wu
jen spell list are designated “All”;
this means they belong to all elemental groups, and a wu jen
who is a master of any element gains the mastery bonuses
with respect to those spells.
Spellbooks: A wu jen must study her spellbooks each day
to prepare her spells, much like a wizard. She cannot prepare
any spell not recorded in her spellbook (except for read magic,
which all wu jen can prepare from memory).
A wu jen begins play with a spellbook containing all 0level wu jen spells plus three 1st-level spells of your choice.
For each point of Intelligence bonus the wu jen has (see Table
1–1: Ability Modifiers and Bonus Spells, page 8 of the Player’s
Handbook), the spellbook holds one additional 1st-level spell
of your choice. At each new wu jen level, she gains two new
spells of any spell level or levels that she can cast (based
on her new wu jen level). For example, when Hide-yori
0
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
——————— Spells per Day ———————
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1
— —
— — — — — —
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
—
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
—
—
—
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
—
—
—
—
—
1
2
2
3
3
3
4
4
4
4
4
4
4
4
—
—
—
—
—
—
—
1
2
2
3
3
3
4
4
4
4
4
4
—
—
—
—
—
—
—
—
—
1
2
2
3
3
3
4
4
4
4
—
—
—
—
—
—
—
—
—
—
—
1
2
2
3
3
3
4
4
—
—
—
—
—
—
—
—
—
—
—
—
—
1
2
2
3
3
4
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
1
2
3
4
achieves 5th level, she can cast 3rd-level spells.
At this point, she can add two 3rd-level spells
to her spellbook, or one 2nd-level spell and
one 3rd-level spell, or any combination of
two spells between 1st and 3rd level.
At any time, a wu jen can also add
spells found in other wu jen’s
spellbooks to her own, much
like a wizard (see Adding Spells
to a Wizard’s Spellbook, page
178 of the Player’s Handbook).
Taboos: To maintain their
supernatural power, wu jen must
abide by certain taboos that might
seem inconsequential to other characters but are vitally important to the
wu jen. If a wu jen violates one of her
taboos, she cannot cast any more spells that
day. A wu jen must choose one taboo at 1st level, and one
additional taboo every time she learns a spell secret. Possible
taboos include:
• Cannot eat meat.
• Cannot own more than she can carry.
• Must make a daily offering (such as food, flowers, or
incense) to one or many spirit powers.
• Cannot bathe.
• Cannot cut her hair.
• Cannot touch a dead body.
• Cannot drink alcohol.
• Cannot wear a certain color.
• Cannot light a fire.
• Cannot sit facing in a certain direction.
16
620_17925_Chpt1.indd 16
9/15/04 9:21:21 AM
Illus. by M. Cavotta
his chapter presents nineteen prestige classes appropriate for arcane spellcasters and characters of other classes
who wish to acquire arcane abilities. While many of these
classes are oriented toward the sorcerer and wizard, other
kinds of characters should find a number of classes that
appeal to them.
PICKING A PRESTIGE CLASS
Arcane magic naturally leads characters into strange and
esoteric studies. Prestige classes offering abilities and
features that characters simply cannot acquire in any
other way serve as the best representation of some of these
unusual paths.
If a player is interested in a prestige class, she should
examine its entry requirements carefully. Most of the classes
in this book have stringent requirements that will require
several levels of careful advancement to achieve. The player
should think about what sort of arcane character she is
trying to build; Table 2–1 lists the prestige classes found in
this chapter by broad categories that might help her narrow
her choices.
Should a character fi nd herself in a position (because
of changed alignment, lost levels, or the like) where she
no longer meets the requirements of a prestige class, she
loses all special abilities (but not Hit Dice, base attack
bonus, or base save bonus) gained from levels of the
prestige class.
Alternate Spellcasting: Classes such as the Suel
arcanamach offer characters the opportunity to
acquire an entirely new track of spellcasting at the cost
of no longer advancing in their previous spellcasting
class (if any). Many spellcasters will not wish to do
this, but others might find that the access to interesting class features or spells they could not previously
know outweighs the loss of their native spellcasting
progression. Characters who do not normally have
a full arcane spellcasting progression might fi nd
some interesting options among the alternate
spellcasting classes.
Full Spellcasting: Many arcane spellcasters do
not wish to give up their spellcasting progression
to explore a prestige class. Classes that offer full
spellcasting, such as the geometer, generally do
not offer overpowering special abilities at the
same time. Some classes that fall only a level or
two short of full spellcasting advancement are
included in this category.
Noncaster: Some of the prestige classes in
this chapter require little or no spellcasting to
17
620_17925_Chpt2.indd 17
9/15/04 2:49:40 PM
Table 2–1: Prestige Classes by Type
Class
Type
Acolyte of the skin
Transformational
Alienist
Full caster
Argent savant
Full caster
Blood magus
Unique capability
Effigy master
Enlightened fist
PRESTIGE
CLASSES
CHAPTER 2
Elemental savant
Fatespinner
Geometer
Green Star adept
Full caster,
unique capability
Full caster,
transformational
Noncaster
Full caster,
unique capability
Full caster
Transformational
Initiate of the Sevenfold Veil Full caster
Description
Acquire fiendish traits
Insane spellcaster
Expert with force spells
Blood powers,
reduced spell progression
Expert in simulacrums
and constructs
Expert with energy spells
Monklike wizard or
spellcasting monk
Manipulate probability
Master of signs and sigils
Indestructible mage
Master of abjurations and
prismatic spells
Access to a Spellpool
that grants versatility
Polymorph expert
Mind-affecting expert
Mage of the Arcane Order
Full caster
Master transmogrifist
Mindbender
Full caster
Unique capability
Seeker of the song
Noncaster
Sublime chord
Alternate caster
Suel arcanamach
Alternate caster
Trade bard spells for
better music abilities
Trade bardic music for
better spells
Mage slayer
Wayfarer guide
Wild mage
Unique capability
Full caster
Teleportation expert
Master of chaotic magic
enter, and offer little or no spell progression as a character
advances. These noncaster classes rarely appeal to arcane
spellcasters, but other characters who desire arcane
capabilities of one sort or another might find them interesting.
Transformational: These characters are interested in
becoming something else, abandoning their original race
to transcend their natural limitations. Transformational
classes include the Green Star adept and acolyte of the skin.
They typically require the sacrifice of significant amounts
of spellcasting power, but they pay off with strong special
abilities.
Unique Capability: This is a catchall category for
prestige classes that are otherwise difficult to characterize. Generally, these classes offer potent powers along a
particular theme that aren’t available anywhere else. The
blood magus is a good example of a unique capability class.
Like a transformational class, a unique capability prestige
class often trades spellcasting power for an array of powerful special abilities.
WARLOCKS AND PRESTIGE CLASSES
Warlocks benefit in a specific way from prestige classes that
have “+1 level of existing arcane spellcasting class” or “+1
Best For . . .
Sorcerer, warlock, wizard
Cleric, sorcerer, wizard
Sorcerer, warmage, wizard
Sorcerer, warlock, wizard,
wu jen
Sorcerer, wizard, wu jen
Druid, sorcerer, warmage,
wizard
Monk, sorcerer, warlock,
wizard
Sorcerer, wizard, wu jen
Wizard, wu jen
Barbarian, fighter, sorcerer,
warlock, wizard
Sorcerer, wizard
Wizard, wu jen
Sorcerer, wizard, wu jen
Sorcerer, warlock, wizard,
wu jen
Bard
Bard, sorcerer, wizard
Fighter, ranger, rogue,
warlock
Sorcerer, wizard, wu jen
Sorcerer, warmage, warlock,
wizard, wu jen
level of existing spellcasting class” as a level advancement
benefit. A warlock taking levels in such a prestige class
does not gain any of his class abilities, but he does gain
an increased caster level when using his invocations and
increased damage with his eldritch blast. Levels of prestige
classes that provide +1 level of spellcasting effectively
stack with the warlock’s level to determine his eldritch blast
damage (treat his combined caster level as his warlock class
level when looking at Table 1–1: The Warlock to determine
eldritch blast damage) and his eldritch blast caster level (half
his total caster level from his warlock levels and his levels
in the prestige class that grant him an increased spellcasting level). A warlock also gains new invocations known at
these prestige class levels as though he had gained a level
in the warlock class.
A warlock cannot qualify for prestige classes with
spellcasting level requirements, as he never actually learns
to cast spells. However, prestige classes with caster level
requirements, such as the acolyte of the skin, are well suited
to the warlock. A warlock’s caster level for his invocations
fulfi lls this requirement. See page 71 in Chapter 3 for more
details on caster level requirements, spellcasting level
requirements, and specific spell requirements for feats and
prestige classes.
18
620_17925_Chpt2.indd 18
9/15/04 2:49:44 PM
ACOLYTE OF THE SKIN
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
To qualify to become an acolyte of the skin, a character must
fulfill all the following criteria.
Alignment: Any nongood.
Skills: Knowledge (the planes) 6 ranks.
Spells or Spell-Like Abilities: Caster level 5th.
Special: Must have made peaceful contact with a summoned evil outsider.
Special: Must undergo the Ritual of Bonding (see
above).
CHAPTER 2
Table 2–2: The Acolyte of the Skin
Base Attack Fort
Ref
Level
Bonus
Save
Save
1st
+0
+2
+0
2nd
+1
+3
+0
3rd
+2
+3
+1
4th
+3
+4
+1
5th
+3
+4
+1
6th
+4
+5
+2
7th
+5
+5
+2
8th
+6
+6
+2
9th
+6
+6
+3
10th
+7
+7
+3
REQUIREMENTS
PRESTIGE
CLASSES
The temptation of power drives some people to extreme
lengths, regardless of the consequences. Replacing your own
skin with that of a living demon is a goal that most couldn’t
even conceive of, let alone consider. But this ghastly fate
is exactly what some spellcasters seek in their desperate
quest.
The Ritual of Bonding is a blasphemy that was long ago
eradicated from most arcane libraries, but a few barely legible
copies—or at least references thereto—survive along with
promises of great power. Spellcasters who happen upon such
documents can choose to destroy or ignore the find, but the
temptation has already occurred. Those who give in can
eventually stumble upon the complete ritual, usually through
extended contact with one or more summoned fiends that
are all too eager to share their terrible knowledge.
The Ritual of Bonding is painful and not to be undertaken
lightly. The ritual requires 10 rounds from initiation to completion, and, once begun, nothing can halt its progress. The
fiendish essence consumes the caster’s own skin, an agonizing
process that deals 1d4 points of damage in each round of the
ritual—wise candidates keep some cure potions on hand. At
the end of the rite, the acolyte’s skin sports an oily, almost
unnoticeable sheen. However, as he gains additional levels
in the prestige class, his skin darkens, sprouts spikes, and
gradually gives him a fiendish visage. The fiendish essence
also begins to whisper foul secrets to its wearer, urging him
to evil. (The wearer can accept or ignore this advice according
to his temperament.)
Acolytes of the skin are ill suited for any position other
than one that provides temporal power. Although NPC acolytes might sometimes serve more powerful evil characters
as sinister captains, they would rather be calling the shots.
They prefer to remain safely ensconced in well-defended
fortresses of evil, though sometimes an acolyte might lead an
expedition to retrieve a rumored tome of evil arcane magic
or other artifact of malign power.
Adaptation: Almost any setting can accommodate the
notion of those who go to any length to grab power for
themselves, even so far as to bind demons to their own flesh.
If your world does not include demons, per se, you could link
this class to some other malign force or race of supernatural
evil creatures instead of demons. For instance, an acolyte of
the skin could be a scholar who unearths an ancient treatise
on the topic of humanoid interspecies blending.
Hit Die: d8.
CLASS SKILLS
The acolyte of the skin’s class skills (and the key ability for
each skill) are Concentration (Con), Craft (Int), Intimidate
(Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int),
Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All the following are class features of the acolyte of the skin
prestige class.
Weapon and Armor Proficiency: Acolytes of the skin
gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: At each even-numbered
level, an acolyte of the skin gains new spells per day (and
spells known, if applicable) as if he had also gained a level
in a spellcasting class to which he belonged before adding
the prestige class level. He does not, however, gain any other
benefit a character of that class would have gained (improved
chance of turning or destroying undead, a bonus feat, and
so on). If he had more than one spellcasting class before
becoming an acolyte of the skin, he must decide to which
class to add each level for the purpose of determining spells
per day and spells known.
Wear Fiend (Su): An acolyte of the skin summons the
essence of a fiend and wears it like a second skin. The bonded
Special
Wear fiend, poison 1/day
Flame resistant
Fiendish glare
—
Skin adaptation, poison 2/day
Cold resistant
Glare of the pit
—
Summon fiend
Fiendish symbiosis
Spells per Day/Spells Known
—
+1 level of existing spellcasting class
—
+1 level of existing spellcasting class
—
+1 level of existing spellcasting class
—
+1 level of existing spellcasting class
—
+1 level of existing spellcasting class
19
620_17925_Chpt2.indd 19
9/15/04 2:49:48 PM
Illus. by M. Phillippi
PRESTIGE
CLASSES
CHAPTER 2
fiendish skin is for all intents and purposes the character’s
own. It increases the acolyte of the skin’s natural armor bonus
by 1 and grants a +2 inherent bonus to Dexterity. The acolyte
also gains darkvision out to 60 feet.
The DM determines the actual nature of the skin, be it
demonic, devilish, or from some other fiendish creature.
Poison (Sp): An acolyte of the skin can use poison once per
day as an 8th-level caster. The save DC is 14 + the acolyte’s primary spellcasting ability modifier (Intelligence for wizards,
Charisma for sorcerers and warlocks, Wisdom for clerics,
and so forth). At 5th level, an acolyte can use this ability two
times per day.
Flame Resistant (Ex): At 2nd level and higher, the fiendish skin binds more tightly, granting an acolyte resistance to
fire 10.
Fiendish Glare (Su): From 3rd level on, an acolyte of the
skin has the supernatural ability to unnerve opponents with
a ferocious glare once per day. This is not a gaze attack, and
the target need not meet the acolyte’s eyes or even see the
acolyte (although the acolyte must have line of effect to the
target). Glaring is a standard action that affects any creature
the acolyte can see within 100 feet. The target becomes
shaken for 10 minutes, and must also attempt a Will save
(DC 10 + acolyte’s class level + Cha modifier) or be stunned.
The duration of the stun effect depends on the target’s hit
points:
50 or less
51 to 100
101 to 150
151 or more
10 rounds
3 rounds
2 rounds
1 round
Fiendish glare is a mind-affecting fear effect.
Skin Adaptation (Su): By 5th level, an acolyte’s skin and its
wearer have grown more comfortable together, as if they had
never been separate. The increase to natural armor granted
by the fiendish skin improves to +2, the acolyte gains a +2
inherent bonus to Constitution, and the acolyte’s darkvision
is effective out to 120 feet.
Cold Resistant (Ex): Beginning at 6th level, an
acolyte has resistance to cold 10.
Glare of the Pit (Su): At 7th level and higher,
an acolyte has the supernatural ability to produce
fiery rays from his eyes. Once per day as a standard
action, he can project two rays (one from each eye)
with a range of 100 feet. Each ray requires a ranged
touch attack to hit and deals 8d6 points of fire damage.
The rays can be aimed at two different targets within
range, but the target of each ray must be designated
simultaneously.
Summon Fiend (Sp): At 9th level, an
acolyte learns to draw on another power of his
fiendish skin. If the skin is demonic, once per
day he can summon a babau; if devilish, once
per day he can summon a chain devil. The
summoned creature does the acolyte’s bidding,
but it automatically returns whence it came
after 1 hour. A summoned creature cannot
use any innate summoning abilities it might
have. An acolyte’s caster level for this ability
is equal to his spellcaster level.
Fiendish Symbiosis (Ex): At 10th level,
the fiendish skin and acolyte become one,
and only final death can separate them. The
acolyte’s type changes to outsider. Additionally,
an acolyte of this level gains damage reduction
10/good. Unlike other outsiders, an acolyte can
be raised or resurrected.
SAMPLE
ACOLYTE OF THE SKIN
Vorta Nehalem: Male human warlock 6/acolyte of the skin 3; CR 9; Medium humanoid;
HD 6d6+6 plus 3d8+3; hp 46; Init +8; Spd
30 ft.; AC 23, touch 15, flat-footed 19; Base Atk
20
620_17925_Chpt2.indd 20
Vorta Nehalem, an acolyte of the skin
9/15/04 2:49:50 PM
CHAPTER 2
PRESTIGE
CLASSES
strong enough to sway others to believe in her own future
+6; Grp +5; Atk +6 melee (1d8–1, masterwork morningstar)
transcendence.
or +11 ranged touch (4d6 fire plus catch fire, brimstone blast);
Alienists might, on rare occasions, gather in secluded
Full Atk +6/+1 melee (1d8–1, masterwork morningstar) or
groups to enact some obscure ritual, but more often they
+11 ranged touch (4d6 fire plus catch fire, brimstone blast); SA
are encountered singly. NPC alienists sometimes haunt
fiendish glare, poison 1/day; SQ darkvision 60 ft., resistance to
fire 10, wear fiend; AL CE; SV Fort +6, Ref +4, Will +9; Str 8,
libraries or specialty bookshops in large cities, skulking and
mumbling among stacks of rare (and dangerous) volumes.
Dex 18, Con 13, Int 10, Wis 12, Cha 15.
Skills and Feats: Concentration +13, Intimidate +14, KnowlAdaptation: The inclusion of the alienist in your campaign
edge (the planes) +12, Survival +1 (+3 when on other planes);
world, as printed here, requires that you make some basic
Extra Invocation†, Improved Initiative, Precise Shot, Point
assumptions about the cosmology of your campaign: Places
Blank Shot, Weapon Focus (eldritch blast).
far worse than Hell exist in the multiverse, and even demons
†New feat described on page 79.
have more in common with characters than the entities that
Language: Common.
exist outside what is known, a mere glimpse of which can
Fiendish Glare (Su): Once per day, Vorta can attempt
drive the sanity from someone’s mind.
to unnerve opponents with a ferocious glare. Glaring is a
If you prefer that demons and devils retain their top seat
standard action that affects any creature Vorta can see within
in the hierarchy of evil, you can adjust this prestige class so
100 feet. The target becomes shaken for 10 minutes and must
that the alienist has congress with demons instead of the
attempt a DC 15 Will save or be stunned. The duration of the
nebulous entities of the Far Realm.
stun effect depends on the target’s hit points, as described in
Hit Die: d4.
the fiendish glare ability above. Creatures with immunity to
fear effects are immune to Vorta’s fiendish glare.
Requirements
Poison (Sp): Once per day, Vorta can use poison as an 8thTo qualify to become an alienist, a character must fulfill all
level caster (+5 melee touch; Fortitude DC 16 negates).
the following criteria.
Invocations Known (3 least, 1 lesser): least—dark one’s own
Alignment: Any nonlawful.
luck, devil’s sight, miasmic cloud (DC 13), sickening blast (DC 14);
Skills: Knowledge (the planes) 8 ranks.
lesser—brimstone blast (DC 15).
Feat: Augment Summoning.
Possessions: +3 chain shirt, masterwork morningstar, ring of
Spells: Able to cast at least one summoning spell of 3rd
protection +1, potion of cure moderate wounds, 100 gp.
level or higher.
Special: Must have made peaceful contact with an alienist
or a pseudonatural creature.
ALIENIST
Alienists deal with powers and entities from terrifyingly Class Skills
remote reaches of space and time. For them, magical power
The alienist’s class skills (and the key ability for each skill) are
is the triumph of the mind over the rude boundaries of
Concentration (Con), Gather Information (Cha), Knowledge
dimension, distance, and often, sanity. With knowledge and
(all skills, taken individually) (Int), Listen (Wis), Profession
determination, they pierce the barrier at the edge of time
(Wis), Spellcraft (Int), and Spot (Wis).
itself. In the Far Realm, outside time, Herculean minds drift,
Skill Points at Each Level: 2 + Int modifier.
absorbed in contemplations of madness. Unspeakable beings
whisper terrifying secrets to those who dare communication. Class Features
These secrets were not meant for mortals, but the alienist
All the following are class features of the alienist prestige
plunges into abysses of chaos and entropy that would blast
class.
a weaker mind. An alienist’s mad certainty is sometimes
Weapon and Armor Proficiency: Alienists gain no
proficiency with any weapon or armor.
Table 2–3: The Alienist
Base Attack Fort
Level
Bonus
Save
1st
+0
+0
2nd
+1
+0
3rd
+1
+1
4th
+2
+1
5th
+2
+1
6th
+3
+2
7th
+3
+2
8th
+4
+2
9th
+4
+3
10th
+5
+3
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Familiar abilities, summon alien
Alien blessing
Metamagic secret
Mad certainty
Pseudonatural familiar
Extra summoning
Metamagic secret
Insane certainty
Timeless body
Alien transcendence
Spells per Day/Spells Known
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
21
620_17925_Chpt2.indd 21
9/15/04 2:49:56 PM
Illus. by D. Crabapple
PRESTIGE
CLASSES
CHAPTER 2
Spells per Day/Spells Known: At each level, an alienist
gains new spells per day (and spells known, if applicable)
as if she had also gained a level in a spellcasting class to
which she belonged before adding the prestige class level.
She does not, however, gain any other benefit a character of
that class would have gained (improved chance of turning or
destroying undead, a bonus feat, and so on). If she had more
than one spellcasting class before becoming an alienist, she
must decide to which class to add each level for the purpose
of determining spells per day and spells known.
Familiar Abilities: Levels of alienist stack with levels
of any class that provide access to a familiar. Add levels
from this class and the class that granted access to
the familiar together and refer to the table on
page 53 of the Player’s Handbook to determine
the familiar’s natural armor, Intelligence,
and special abilities. If a character had levels
in multiple classes that grant access to a
familiar before becoming an alienist, she
must decide to which class to add each level
for the purpose of determining the abilities
of her familiar. This ability does not grant
an alienist a familiar if she does not already
have one.
Summon Alien: Whenever an alienist
would use any summon monster spell to
summon a celestial or fiendish creature, she
instead summons a pseudonatural version
of that creature. For example, by casting
summon monster IV, she could summon
a pseudonatural dire wolf. This adds the
pseudonatural template (see page 160) to
the summoned creature.
An alienist gives up the ability to
summon nonpseudonatural creatures with
a summon monster spell. For instance, the
alienist described above couldn’t summon
a mephit or howler with summon monster
IV.
Alien Blessing (Ex): An alienist
who attains 2nd level gains a +1
insight bonus on all saving throws,
but she permanently loses 2 points
of Wisdom.
Metamagic Secret: An alienist listens to the secret voices
whispering from beyond time’s
end, and profits thereby. At 3rd and
again at 7th level, she can choose any
metamagic feat as a bonus feat.
Mad Certainty (Ex): At
4th level, an alienist’s mad
certainty in the power of
entities beyond the reach of
normal space and time lend
her an unnatural fortitude, granting her an additional 3
hit points. However, constantly dwelling on such beings is
mentally corrosive, and the alienist’s mind begins to fracture.
She now takes a –4 penalty on all Bluff, Diplomacy, and
Trilla Lilleir,
an alienist, summons
an outer horror to
her service
22
620_17925_Chpt2.indd 22
9/15/04 2:49:58 PM
SAMPLE ALIENIST
CHAPTER 2
Trillia Lilleir: Female human conjurer 5/alienist 5; CR 10;
Medium humanoid; HD 10d4+20 plus 6; hp 52; Init +1; Spd
30 ft.; AC 17*, touch 13, flat-footed 16*; Base Atk +4; Grp +4;
Atk or Full Atk +5 melee (1d6, masterwork quarterstaff) or +5
ranged touch (by spell); SA summon alien; SQ alien blessing,
familiar (pseudonatural toad), familiar benefits (Alertness,
empathic link, share spells), mad certainty, metamagic secret;
AL CN; SV Fort +7, Ref +4, Will +10; Str 10, Dex 12, Con 14,
Int 18, Wis 12, Cha 8.
*Includes +4 armor bonus from mage armor.
Skills and Feats: Bluff –1 (–5 against nonpseudonatural creatures), Concentration +15, Decipher Script +17, Diplomacy
–1 (–5 against nonpseudonatural creatures), Handle Animal
–1 (–5 against nonpseudonatural creatures), Knowledge
(arcana) +17, Knowledge (the planes) +17, Listen +7, Spellcraft
+19, Spot +8, Survival +1 (+3 when on other planes); Alertness
(from familiar), Arcane Defense (conjuration)†, Augment
Summoning, Craft WandB, Great Fortitude, Scribe ScrollB,
Silent SpellB, Spell Focus (conjuration).
†New feat described on page 73.
Languages: Abyssal, Common, Infernal, Terran, one
other.
Summon Alien: When Trillia uses a summon monster
spell to summon a celestial or fiendish creature, she instead
summons a pseudonatural version of that creature. She cannot
summon a nonpseudonatural creature with a summon monster
spell.
Familiar: Trillia’s familiar is a pseudonatural toad named
Snek. The familiar uses the better of its own and Trillia’s base
save bonuses. The creature’s abilities and characteristics are
summarized below.
Snek: Pseudonatural toad familiar; CR —; Tiny outsider; HD 10; hp 26; Init +1; Spd 5 ft.; AC 24*, touch 15,
flat-footed 23*; Base Atk +4; Grp –13; Atk or Full Atk —;
Space/Reach 2-1/2 ft./0 ft.; SA true strike; SQ alternate
form, amphibious, damage reduction 5/magic, deliver
touch spells, improved evasion, low-light vision, resistance
to acid 10, electricity 10, speak with amphibians, speak
with master, spell resistance 20; SV Fort +2, Ref +3, Will
+10; Str 1, Dex 12, Con 11, Int 10, Wis 14, Cha 5.
*Includes +4 armor bonus from mage armor.
Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness.
True Strike (Su): Once per day, Snek can make a normal
attack with a +20 insight bonus on a single attack roll. This
attack is not affected by the miss chance that applies to
attack rolls against a concealed target.
Alternate Form (Su): At will, Snek can assume the
form of a tentacled mass as a standard action, although its
abilities remain unchanged. Other creatures receive a –1
morale penalty on attack rolls against Snek in its alternate
form.
PRESTIGE
CLASSES
Handle Animal checks made to influence nonpseudonatural
creatures.
Pseudonatural Familiar: Beginning at 5th level, an
alienist’s familiar, if any, gains the pseudonatural template
(see page 160) in addition to the powers and abilities normal
for a familiar of the appropriate level. This effect does not
replace an existing familiar—the familiar has been slowly
taking on pseudonatural aspects as the alienist rises in level,
and those characteristics become fully functional at this
point. From now on, the alienist’s newly summoned familiars
already possess the pseudonatural template. If an alienist has
no familiar, this ability has no effect.
Extra Summoning: From 6th level on, an alienist gains
one extra spell slot at her highest spell level. This slot can be
used only for a summon monster spell. As an alienist becomes
able to learn higher-level spells, the extra slot migrates up to
the new highest level.
Insane Certainty (Ex): At 8th level, an alienist’s mad
certainty crystallizes into a truly chilling mania. She gains
an additional 3 hit points, but her mental faculties continue
to degrade. Her penalty on Bluff, Diplomacy, and Handle
Animal checks made to influence nonpseudonatural creatures increases to –10.
Timeless Body (Ex): At 9th level, an alienist learns the
secret of perpetual youth. She no longer takes ability penalties for aging and cannot be magically aged (see Table 6–5,
page 109 of the Player’s Handbook). Ability score bonuses from
aging still accrue, and any penalties the alienist might have
already taken remain in place. An alienist is stolen away by
horrible entities when her time is up, and she is never seen
again.
Alien Transcendence (Su): A 10th-level alienist, because
of long association with alien entities and intense study of
insane secrets, transcends her mortal form and becomes an
alien creature. Her type changes to outsider. Additionally,
she gains damage reduction 10/magic and resistance to acid
10 and electricity 10.
Upon achieving alien transcendence, an alienist undergoes
a minor physical change, usually growing a small tentacle
or other strange feature, such as an extra appendage, organ,
eye, or enigmatic lump. An alienist can hide this abnormality in a robe or hood, but the alien growth is not under the
alienist’s control and sometimes moves, twitches, opens,
or otherwise animates of its own accord. This applies a –4
penalty on Disguise checks an alienist makes to conceal her
true nature.
Anyone who shares an alienist’s predilection for study of
the Far Realms immediately recognizes her transcendent
nature, and she gains a +2 circumstance bonus on all Charisma-based skill checks and ability checks when interacting
with such beings. She gains a +2 circumstance bonus on
Intimidate checks involving any other creatures to whom
she reveals her abnormal nature.
23
620_17925_Chpt2.indd 23
9/15/04 2:50:07 PM
PRESTIGE
CLASSES
CHAPTER 2
mage,” the argent savant regards spells that evoke or apply
Amphibious (Ex): Snek can survive comfortably on land
or in the water.
magical force as the noblest and most fascinating spells at her
Deliver Touch Spells (Su): Snek can deliver touch spells
disposal, and she seeks to increase her understanding and
for Trillia (see Familiars, page 52 of the Player’s Handcontrol of this mystical power at every opportunity.
book).
Most argent savants are evokers or abjurers, or sorcerers
Improved Evasion (Ex): If Snek is exposed to any effect
who choose a number of force spells as they advance in level.
that normally allows it to attempt a Reflex saving throw for
Without some facility at the manipulation of magical force, a
half damage, it takes no damage with a successful saving
spellcaster cannot embark on the secret studies of the argent
throw and half damage if the saving throw fails.
savant.
Speak with Amphibians (Ex): Snek can communicate
NPC argent savants sometimes join groups that aim to
with animals of approximately the same kind as itself
take on a powerful wizard or sorcerer who has protected his
(including dire varieties).
domicile with powerful wards of force. Argent savants of
Speak with Master (Ex): Snek can communicate verbally
sufficient ability can dissolve the force effects of others.
with Trillia. Other creatures do not understand the comAdaptation: One way to make the argent savant different
munication without magical help.
is to redirect her focus to the manipulation of energy other
Familiar Benefits: Trillia gains special benefits from
than force: acid, cold, electricity, fire, or sonic. For instance,
having a familiar. This creature grants Trillia 3 additional
a fiery argent savant would gain a +2 competence bonus on
hit points (included in the above statistics).
attack rolls made with fire spells and a +2 bonus to Armor
Alertness (Ex): Snek grants its master Alertness as long as
Class when casting any defensive spells due to a halo of
it is within 5 feet.
protective flame. Fire spells with a duration longer than
Empathic Link (Su): Trillia can communicate telepathically
instantaneous would last longer, she could subtract her class
with her familiar at a distance of up to 1 mile. The master has
level from any fire damage she takes, and she could dispel
the same connection to an item or a place that the familiar
other fire spells.
does.
Hit Die: d4.
Share Spells (Su): Trillia may have any spell she casts on
herself also affect her familiar if the latter is within 5 feet at Requirements
the time. She may also cast a spell with a target of “You” on
To qualify to become an argent savant, a character must fulfill
her familiar.
all the following criteria.
Wizard Spells Prepared (caster level 10th; prohibited schools
Skills: Knowledge (arcana) 6 ranks, Spellcraft 12 ranks.
enchantment and evocation): 0—acid splash (+5 ranged touch),
Spells: Able to cast at least five spells with the force descripdetect magic, message, read magic, touch of fatigue (+4 melee touch;
tor, at least one of which must be 5th level or higher.
DC 14); 1st—disguise self, expeditious retreat, mage armor (already
cast), obscuring mist, ray of enfeeblement (+5 ranged touch), Class Skills
shield; 2nd—bear’s endurance, detect thoughts (DC 16), false life,
The argent savant’s class skills (and the key ability for each
silent disguise self, spider climb, web (DC 17); 3rd—dispel magic
skill) are Concentration (Con), Craft (Int), Knowledge
(2), displacement, stinking cloud (DC 18), summon monster III;
(all skills, taken individually) (Int), Profession (Wis), and
4th—dimensional anchor (+5 ranged touch), Evard’s black tenSpellcraft (Int).
tacles, fear (DC 18), silent summon monster III (2); 5th—silent
Skill Points at Each Level: 2 + Int modifier.
summon monster IV, summon monster V, teleport.
Spellbook: as above plus 0—all others except dancing lights, Class Features
daze, flare, light, ray of frost; 1st—grease, summon monster I;
All the following are class features of the argent savant
2nd—summon monster II; 3rd—tongues; 4th—phantasmal
prestige class.
killer, stoneskin, summon monster IV; 5th—cloudkill, dismissal.
Weapon and Armor Proficiency: Argent savants gain
Possessions: Ring of protection +2, masterwork quarterstaff,
no proficiency with any weapon or armor.
headband of intellect +2, potion of cure moderate wounds, scroll
Spells per Day/Spells Known: At each level after 1st,
of stoneskin, wand of invisibility (15 charges), 350 gp.
an argent savant gains new spells per day (and spells known,
if applicable) as if she had also gained a level in an arcane
spellcasting class to which she belonged before adding the
prestige class level. She does not, however, gain any other
Of all the energies summoned or shaped by magic, force is
benefit a character of that class would have gained (such as
perhaps the most pure. No analog for this power exists in the
the bonus feat sometimes gained by a wizard). If she had
physical world; it comes into being only through the medium
more than one arcane spellcasting class before becoming
of spells, and therefore represents a perfection of intent that
an argent savant, she must decide to which class to add each
contradicts the imperfection of the everchanging world and
level for the purpose of determining spells per day and spells
its mutable elements. Sometimes referred to as the “force
known.
ARGENT SAVANT
24
620_17925_Chpt2.indd 24
9/15/04 2:50:10 PM
Special
Force specialization
Force armor
Extended force
Ablate force
Unbind force
CHAPTER 2
Will
Save
+2
+3
+3
+4
+4
Illus. by S. Belledin
Table 2–4: The Argent Savant
Base Attack Fort
Ref
Level
Bonus
Save
Save
1st
+0
+0
+0
2nd
+1
+0
+0
3rd
+1
+1
+1
4th
+2
+1
+1
5th
+2
+1
+1
PRESTIGE
CLASSES
Force Specialization: An argent savant gains a +2 compea single attack for this purpose; deduct the savant’s level from
tence bonus on attack rolls made with her force spells. She
the total damage dealt by the spell, not the damage dealt by
also adds a +1 bonus to each die of damage dealt by spells she
each individual missile.
casts with the force descriptor. If the force spell doesn’t deal
Unbind Force (Su): At 5th level, an argent savant learns
damage expressed by dice, she adds only a +1 bonus to the
how to unweave a force spell or effect and liberate its magitotal damage dealt.
cal energy. As a standard action, she can attempt to dispel a
single force spell or effect within 60 feet (even those normally
For example, a magic missile cast by a 9th-level wizard/1stlevel argent savant deals 1d4+2 points of damage per missile.
immune to dispel magic, such as wall of force). If she succeeds
A 9th-level wizard/4th-level argent savant deals 4d6+7 points
on a caster level check (DC 11 + opposing caster’s level), the
of force damage with her Mordenkainen’s
force effect is unbound. This immediately dispels the
sword spell.
effect and deals 1d6 points of force damage per level of
Force Armor (Ex): At 2nd level and
the dispelled spell to all creatures and objects within
higher, an argent savant gains more ben10 feet of the unbound spell. For example, if an argent
efit from defensive force spells than other
savant unbound another
characters. If she casts
caster’s wall of force, the
a force spell that proliberated spell energy
vides an armor bonus
would deal 5d6 points
or a shield bonus to
of force damage to
Armor Class, she increasanyone within 10 feet
es the spell’s normal armor
of the wall’s former
bonus by 2. For example, mage
location.
armor normally adds
an armor
bonus of +4
to the caster’s AC,
but an argent savant with
this ability who casts mage armor adds an armor bonus of +6
to her AC.
Enduring Force (Ex): Force
SAMPLE
ARGENT
spells cast by an argent savant of
SAVANT
3rd level or higher linger longer than
normal, and they are more difficult
Silveth Agreito counter or dispel. The duration of a
mal: Female elf
force spell cast by the savant is doubled,
sorcerer 10/aras if the Extend Spell feat had been applied
gent savant 2;
to it. However, the spell’s level and casting
CR 12; Medium
time are unchanged. The same restrictions that
humanoid; HD
apply to extended spells apply to spells affected by en12d4; hp 31; Init +3; Spd 30
during force. In addition, the DC required to counter or Silveth Agreimal,
ft.; AC 22*, touch 16, flat-footan argent savant
dispel the argent savant’s force spells increases by 4.
ed 19*; Base Atk +6; Grp +6;
Ablate Force (Ex): Due to her improved understanding
Atk +7 melee (1d8/19–20, masof magical force, an argent savant of 4th level or higher can
terwork longsword) or +9 ranged touch (by spell); Full Atk
prevent force damage to herself. She subtracts her class level
+7/+2 melee (1d8/19–20, masterwork longsword) or +9 ranged
from damage dealt by any force spell or effect. A force spell
touch (by spell); SA force specialization; SQ elf traits, force
producing multiple attacks, such as magic missile, is considered
armor, low-light vision; AL N; SV Fort +5, Ref +8, Will +11
Spells per Day/Spells Known
—
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
25
620_17925_Chpt2.indd 25
9/15/04 2:50:12 PM
PRESTIGE
CLASSES
CHAPTER 2
(+13 against enchantments); Str 10, Dex 16, Con 10, Int 13,
can feel it reenergizing every particle of their form, flushing
Wis 8, Cha 18.
death away and leaving life in its place. It is thick and warm,
*Includes +6 armor bonus from mage armor.
and they greedily embrace it.
Skills and Feats: Concentration +13, Knowledge (arcana) +7,
Such arcane spellcasters become blood magi: formerly
Listen +1, Search +3, Spellcraft +17 (+19 to decipher spells
deceased spellcasters who, when returned to life, gain an
on scrolls), Spot +1, Use Magic Device +13 (+15 when using
understanding of their blood’s importance, bequeathed by
scrolls); Combat Expertise, Empower Spell, Magical Aptitheir close call. They learn to evoke magic from this vital
tude, Spell Penetration, Split Ray†.
fluid that sustains their lives. Blood magi cannot be trained,
†New feat described on page 83.
owing to the unusual nature of their enlightenment, and
Languages: Common, Draconic, Elven.
they are most likely to have first been sorcerers.
Force Specialization: Silveth gains a +2 competence
NPC blood magi are thus rarely, if ever, found in groups.
bonus on attack rolls made with her force spells. She adds a
They are more likely to be thinly scattered throughout a
+1 bonus to each die of damage dealt by spells she casts with
region’s spellcaster population.
Adaptation: A twist on the blood magus as presented here
the force descriptor. If the force spell doesn’t deal damage
expressed by dice, she adds only a +1 bonus to the total damage
would be to tie the class to some deity or entity. Whenever
dealt.
the blood magus works his blood magic, he also gives blood
Elf Traits: Elves have immunity to magic sleep effects. An
sacrifice to the deity or entity so named, and it is through
elf who merely passes within 5 feet of a secret or concealed
this bloody patron that the blood magus powers his magic.
door is entitled to a Search check to notice it as if she were
Hit Die: d6.
actively looking for it.
Force Armor (Ex): If Silveth casts a force spell that Requirements
provides an armor bonus to Armor Class, the armor bonus
To qualify to become a blood magus, a character must fulfill
normally offered increases by 2.
all the following criteria.
Sorcerer Spells Known (6/7/7/7/7/4 per day; caster level 11th):
Alignment: Any but lawful good.
0—acid splash (+9 ranged touch), arcane mark, dancing lights,
Skills: Concentration 4 ranks.
detect magic, detect poison, ghost sound, light, message, read magic;
Feat: Great Fortitude, Toughness.
1st—mage armor (already cast), magic missile, ray of enfeebleSpells or Spell-Like Abilities: Arcane caster level 5th.
ment (+9 ranged touch), shield, unseen servant; 2nd—cat’s grace,
Special: The character must have been killed, then
eagle’s splendor, Melf’s acid arrow (+9 ranged touch), scorching
returned to life.
ray (+9 ranged touch), see invisibility; 3rd—dispel magic, haste,
protection from energy, ray of exhaustion (+9 ranged touch); Class Skills
4th—dimension door, orb of force† (+9 ranged touch), Otiluke’s
The blood magus’s class skills (and the key ability for each
resilient sphere (DC 18); 5th—Bigby’s interposing hand, cone of
skill) are Bluff (Cha), Concentration (Con), Craft (Int), Heal
cold (DC 19).
(Wis), and Spellcraft (Int).
†New spell described on page 116.
Skill Points at Each Level: 2 + Int modifier.
Possessions: Masterwork longsword, cloak of resistance +2,
ring of feather falling, ring of protection +3, potion of cure serious Class Features
wounds, scroll of barkskin (caster level 6th), 120 pp.
All the following are class features of the blood magus
prestige class.
Weapon and Armor Proficiency: Blood magi gain no
proficiency with any weapon or armor.
Death is the ultimate risk that spellcasters, like all advenSpells per Day/Spells Known: At each level except 5th
turers, must contend with. Some are cut down before they
and 10th, a blood magus gains new spells per day (and spells
have a chance at true glory; others fi nd true peace only in
known, if applicable) as if he had also gained a level in an
the afterlife; and others are brought back from death by
arcane spellcasting class to which he belonged before adding
companions with the powerful magical resources to perthe prestige class level. He does not, however, gain any other
form such a miracle. For a rare few such arcanists, this trip
benefit a character of that class would have gained (such as
to the great beyond and back brings a new enlightenment—
the bonus feat sometimes gained by a wizard). If he had more
a comprehension of the body and its individual parts that
than one arcane spellcasting class before becoming a blood
transcends the understanding of those who have not expemagus, he must decide to which class to add each level for the
rienced death and returned to tell the tale.
purpose of determining spells per day and spells known.
These newly raised spellcasters say that the first sound
Blood Component (Su): A blood magus can substitute
they hear upon returning to life is the pulse of life-giving
a drop of his own blood for a spell’s material components, if
blood in their veins. To these fortunate few, this flow of blood
any, and in so doing increase the spell’s power. The pinprick
through their veins is sweet music: the sound of life. They
or minor knife cut to draw the requisite blood is a free action
BLOOD MAGUS
26
620_17925_Chpt2.indd 26
9/15/04 2:50:16 PM
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
+1
+1
+2
+2
+3
+3
+4
+4
+5
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
Save
+0
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Blood component,
durable casting, stanch
Scarification
Death knell
Blood draught
Homunculus
Bloodseeking spell
Thicker than water
Awaken blood
Infusion
Bloodwalk
CHAPTER 2
Table 2–5: The Blood Magus
Base Attack Fort
Level
Bonus
Save
1st
+0
+2
the inscribed spell is cast, at which time the wound heals
normally. Effectively, a blood magus gains the Scribe Scroll
feat (see page 99 of the Player’s Handbook) using an alternative
medium.
All rules, XP costs, and expenses that apply to Scribe Scroll
also apply to this ability. Likewise, “reading” a scar follows
the same rules as reading a scroll, but only a blood magus
can decipher his own scars. One’s own skin leaves a limited
amount of room to easily inscribe and “read” magical scars.
Thus, a blood magus can have only six of these scars at any
one time.
Death Knell (Sp): At 3rd level and higher, a blood magus
has the ability to use death knell as the spell once per day.
Blood Draught (Ex): At 4th level, a blood magus learns
how to store spells of up to 3rd level in his own blood.
Effectively, he gains the Brew Potion feat (see page 89 of the
Player’s Handbook) using an alternative medium. All rules,
XP costs, and expenses that apply to Brew Potion also apply
to this ability, with the following exceptions.
Once “brewed,” a blood draught remains in circulation
within a magus’s body. The maximum number of draughts
he can store at one time is equal to his blood magus level +
his Con score, but if he is ever slain, they are all immediately
ruined—even if he is subsequently returned to life. Blood
draughts are never accidentally lost through major blood loss
or by a blood-draining attack.
To consume a draught, a blood magus pricks his skin,
automatically bringing forth the desired effect. This is a
standard action that provokes attacks of opportunity, like
drinking a potion. Another individual can partake of a blood
draught (if he or she has a strong stomach) by drinking 1
ounce of the blood magus’s blood as a full-round action. The
blood magus must have an open wound to share the effects
of a blood draught with another creature; if he lacks one, the
creature can inflict a wound that deals 1 point of damage to
the blood magus as part of the action to consume the draught.
A blood magus cannot store his blood in a container to share
at a later time. The blood draught must be drawn fresh from
his body, or it loses potency within 1 round.
Homunculus (Su): From 5th level on, a blood magus can
use his blood to give life to a new companion creature—a
homunculus (see page 154 of the Monster Manual). A blood
PRESTIGE
CLASSES
(just like using material components) that becomes a normal
part of casting the spell. Using this ability deals 1 point of
damage to the blood magus but raises the spell’s caster level
by 1. Damage reduction, if the character has any, doesn’t apply
to this damage.
If a spell has a costly material component (greater than 1
gp), the component must still be provided. If a spell has no
material component, a blood magus can still use this ability
to enhance a spell if he desires.
Durable Casting (Ex): A blood magus has a knack for
being able to concentrate on casting spells and maintaining
them despite taking damage while doing so. For the purpose
of making a Concentration check to cast, concentrate on,
or direct a spell when he might be distracted by damage, a
blood magus subtracts his level from any hit point damage
dealt to him by an attack that strikes him during the action
(or whenever he is subject to a source of continuous damage,
such as Melf’s acid arrow). A blood magus still takes all the
damage dealt to him, but the damage is less likely to affect his
ability to cast, concentrate on, or direct spells successfully.
For example, a 1st-level blood magus can “ignore” 1 point
of damage from each source that damages him while casting
a spell for the purpose of determining the DC of his Concentration check to cast successfully. If struck for 5 points of
damage while casting a spell, he must make a Concentration
check to successfully cast, but the DC is only 10 + 4 (damage
dealt minus 1) + the spell’s level. A 5th-level blood magus
could ignore up to 5 points of damage dealt from each source
that damages him during casting (and thus wouldn’t have to
make a Concentration check if struck for 5 points of damage
or less).
Because of this ability, damage a blood magus takes from
using his blood component and bloodseeking spell special
abilities never requires him to make a Concentration check
to finish the spell he is casting.
Stanch (Ex): A blood magus automatically becomes stable
when his hit points drop below 0. He still dies if he reaches
–10 hit points or lower.
Scarification (Ex): Beginning at 2nd level, a blood magus
can inscribe spells on his own skin for later use. This process
involves deeply scratching the skin (which deals no damage
but often leaves scars). The scratches remain fresh until
Spells per Day/Spells Known
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
—
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
—
27
620_17925_Chpt2.indd 27
9/15/04 2:50:18 PM
Illus. by G. Kubic
PRESTIGE
CLASSES
CHAPTER 2
magus need not meet any of the given prerequisites to create
the homunculus; however, a blood magus must permanently
sacrifice 1 hit point as part of the creation process. The process
requires 1 hour.
A blood magus enjoys a stronger than normal link with his
homunculus. By touching the homunculus, a blood magus
can transfer his wounds to the creature (up to 1 hp per level
with each touch). This is a standard action that provokes
attacks of opportunity.
Each time a blood magus gains a class level, his homunculus
advances 1 Hit Die, as described on page 290 of the Monster
Manual, and it gains all the normal benefits of its increased
Hit Dice (increased base attack bonus, saves, and so on). The
homunculus advances to a maximum of 6 Hit Dice when the
blood magus reaches 9th level.
If his homunculus is destroyed, a blood magus takes 2d10
points of damage, as noted in the Monster Manual. A blood
magus’s death results in the death of his homunculus.
A blood magus can have only one homunculus at any given
time.
Bloodseeking Spell (Su): Beginning at 6th level, a blood
magus can imbue his spells with the ability to draw blood
from their targets. To use this ability, a blood magus must
inflict a wound on himself; this is a free action that deals 3
points of damage to the blood magus and becomes a normal
part of casting the spell. Damage reduction, if a blood magus
has any, doesn’t apply to this damage.
A bloodseeking spell deals
an extra 1d6 points of
damage to each
target that takes
damage from the
A blood magus uses
his bloodwalk ability to
enter a bugbear . . .
spell. This extra damage applies only to spells that deal hit
point damage, not to spells that deal ability damage, ability
drain, or other kinds of damage. Constructs, elementals,
oozes, plants, undead, and any creatures without blood or
a similar substance within their bodies are immune to this
effect.
Thicker Than Water (Su): At 7th level and higher, a
blood magus’s vital fluids are partially under his control.
When a blood magus is injured, his blood withdraws from
the wound, avoiding some damage that he would otherwise
take. This ability gives the blood magus damage reduction
1/bludgeoning.
Awaken Blood (Su): At 8th level and higher, a blood
magus can bestow momentary consciousness on an
opponent’s blood. If he hits a foe with a melee touch attack,
the opponent’s blood tries to get free of its confinement—all
at once. The pressure disrupts the victim’s tissues, dealing
10d10 points of damage. This ability is usable only once per
day, but a blood magus can try to use it again later in the day
if his previous attempt failed. The effect is instantaneous.
Constructs, elementals, oozes, plants, undead, and any
creatures without blood or a similar substance within their
bodies are immune to this effect.
Infusion (Ex): Upon reaching 9th level, a blood magus
prepares a special one-time distillation of his own blood.
After partaking of the infusion, he gains a 2-point increase
to his Constitution score.
Bloodwalk (Su): At 10th level, a blood magus becomes
perfectly attuned to the song of blood. He gains the supernatural ability to transport himself great distances via the
blood of living creatures. Once per day as a standard action
that does not provoke attacks of opportunity, he can seamlessly enter any living creature (except an elemental, ooze,
plant, undead, or other creature without blood or a similar
fluid) whose size equals or exceeds his own and pass any
distance to another living creature on the same plane in a
single round, regardless of the distance separating the two.
A blood magus merely designates a direction and distance
(“a living creature twenty miles due west of here”), and the
bloodwalk ability transports him to a destination creature
as close as possible to the desired location. He can’t specify
a named individual as the endpoint unless he has previously obtained a sample of that creature’s blood and has
it preserved in a vial that he carries.
The entry and destination creatures need not be familiar
to the blood magus. A blood magus cannot use himself as
an entry creature. If an intended entry creature is unwilling, he must make a successful melee touch attack to enter.
(A missed touch attack does not use up the ability for that
day.) When exiting a creature, a blood magus chooses an
adjacent square in which to appear. Entering and exiting a
creature is painless unless a blood magus wishes otherwise
(see below). In most cases, though, the destination creature
finds being the endpoint of a magical portal surprising and
quite unsettling.
28
620_17925_Chpt2.indd 28
9/15/04 2:50:19 PM
If he desires, a blood magus can attempt to make a bloody
exit from the destination creature. He bursts forth explosively
from the creature’s body, dealing 10d6 points of damage
unless the creature makes a Fortitude save (DC 10 + blood
magus’s class level + blood magus’s Con modifier). When he
makes a bloody exit, a blood magus must succeed on a DC
15 Fortitude save or be stunned for 1 round from the shock
of his expulsion.
Improved Evasion (Ex): If Agrippa is
exposed to any effect that normally allows it to
attempt a Reflex saving throw for half damage,
it takes no damage with a successful saving
throw and half damage if the
saving throw fails.
PRESTIGE
CLASSES
Illus. by G. Kubic
Cotter Maggin: Male human sorcerer 6/blood magus 2;
CR 8; Medium humanoid; HD 6d4+12 plus 2d6+4 plus 3;
hp 42; Init +1; Spd 30 ft.; AC 16*, touch 12, flat-footed 15*;
Base Atk +4; Grp +5; Atk or Full Atk +6 melee (1d4+1/19–20,
masterwork dagger); SA —; SQ blood component, durable
casting, familiar (tiny viper), familiar benefits (Alertness,
empathic link, share spells), scarification, stanch; AL N; SV
Fort +9, Ref +3, Will +5; Str 12, Dex 13, Con 14, Int 8, Wis
10, Cha 19.
*Includes +4 armor bonus from mage armor.
Skills and Feats: Bluff +18, Concentration +13, Diplomacy +6,
Disguise +4 (+6 to act in character), Intimidate +6; Alertness
(from familiar), Dodge, Great Fortitude, Spell Focus (evocation), Toughness.
Language: Common.
Blood Component (Su): Cotter can substitute a drop of
his own blood for a spell’s material component (if it has no
gp value) as a free action. Using this ability deals 1 point
of damage to Cotter but raises the spell’s caster level by 1.
Damage reduction does not apply to this damage.
Durable Casting (Ex): Cotter subtracts 2 from the DC of
Concentration checks made to cast, concentrate on, or direct
spells when he takes damage (or per source of continuous
damage).
Familiar: Cotter’s familiar is a Tiny viper named Agrippa.
The familiar uses the better of its own and Cotter’s base save
bonuses. The creature’s abilities and characteristics are summarized below.
Agrippa: Tiny viper familiar; CR —; Tiny magical
beast; HD 8; hp 21; Init +3; Spd 15 ft., climb 15 ft., swim
15 ft.; AC 24*, touch 15, flat-footed 21*; Base Atk +4; Grp
–7; Atk +9 melee (1 plus poison, bite); Full Atk +9 melee (1
plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA poison;
SQ deliver touch spells, improved evasion, scent, speak
with master; AL N; SV Fort +5, Ref +5, Will +6; Str 4, Dex
17, Con 11, Int 8, Wis 12, Cha 2.
*Includes +4 armor bonus from mage armor.
Skills and Feats: Balance +11, Climb +11, Hide +15,
Listen +6, Spot +6, Swim +5; Weapon Finesse.
Poison (Ex): Agrippa has a poisonous bite that deals
initial and secondary damage of 1d6 Con. The save DC is
10.
Deliver Touch Spells (Su): Agrippa can deliver touch
spells for Cotter (see Familiars, page 52 of the Player’s
Handbook).
CHAPTER 2
SAMPLE BLOOD MAGUS
. . . and then bursts forth in a bloody exit
Scent (Ex): Can detect approaching enemies, sniff out
hidden foes, and track by sense of smell.
Speak with Master (Ex): Agrippa can communicate
verbally with Cotter. Other creatures do not understand
the communication without magical help.
Familiar Benefits: Cotter gains special benefits from
having a familiar. This creature grants Cotter a +3 bonus on
Bluff checks (included in the above statistics).
Alertness (Ex): Agrippa grants its master Alertness as long
as it is within 5 feet.
Empathic Link (Su): Cotter can communicate telepathically
with his familiar at a distance of up to 1 mile. The master has
the same connection to an item or a place that the familiar
does.
Share Spells (Su): Cotter may have any spell he casts on
himself also affect his familiar if the latter is within 5 feet
at the time. He may also cast a spell with a target of “You” on
his familiar.
Scarification (Ex): Cotter can inscribe up to six spells on
his own skin for later use as if using the Scribe Scroll feat.
Cotter currently has the following spells inscribed on his
skin: dimension door, fly, invisibility, mirror image, remove curse,
and any one other spell of the DM’s choice.
29
620_17925_Chpt2.indd 29
9/15/04 2:50:24 PM
PRESTIGE
CLASSES
CHAPTER 2
30
Stanch (Ex): Cotter automatically becomes stable when
could further improve an effigy’s attack, damage, and saving
his hit points drop below 0. He still dies if he reaches –10 hit
throws by an additional +1. The final ability (in return for not
points or below.
gaining +1 caster level at 10th level) might allow the effigy
Sorcerer Spells Known (6/7/7/6/4 per day; caster level 8th):
master to possess an effigy once per day for up to 10 minutes
0—acid splash (+5 ranged touch), detect magic, disrupt undead
in a manner similar to the magic jar spell.
(+5 ranged touch), flare (DC 15), light, mage hand, message,
Hit Die: d4.
read magic; 1st—alarm, chill touch (+5 melee touch; DC 15),
mage armor (already cast), magic missile, mount; 2nd—bear’s Requirements
endurance, blur, see invisibility; 3rd—fireball (DC 18), fly;
To qualify to become an effigy master, a character must fulfill
4th—enervation (+5 ranged touch).
all the following criteria.
Possessions: Ring of protection +1, masterwork dagger, cloak
Skills: Craft (leatherworking, metalworking, or woodof Charisma +2, potion of cure serious wounds, wand of cat’s grace
working) 10 ranks, Knowledge (arcana) 5 ranks, Spellcraft
(22 charges), gold amulet (600 gp), 10 pp.
5 ranks, Use Magic Device 2 ranks.
Feat: Craft Wondrous Item.
Special: Must have the simulacrum spell on a class spell
list, whether or not the character is able to cast it.
Fascinated by the animating force of life itself, the effigy
master is an expert in the imitation of true life. Through long Class Skills
study and experimentation, he learns to infuse his creations
The effigy master’s class skills (and the key ability for each
with a pseudolife far more resilient and vital than that which
skill) are Concentration (Con), Craft (Int), Knowledge
animates similar creations of other spellcasters. The effigy
(all skills, taken individually) (Int), Profession (Wis), and
master brings to life sculptures made of clay, snow, wax, or
Spellcraft (Int).
mud, and uses this ability to create guardians, defenses, and
Skill Points at Each Level: 2 + Int modifier.
even companions and cohorts. At the same time, the effigy
master continues to study the secrets of magic, albeit at a Class Features
slower pace.
All the following are class features of the effigy master
Effigy masters are often wizards who seek the knowledge
prestige class.
of imparting life to nonliving elements as a means to create
Weapon and Armor Proficiency: Effigy masters gain no
loyal minions that don’t require much maintenance. Sorcerproficiency with any weapon or armor.
ers also sometimes become effigy masters, although they
Spells per Day/Spells Known: At each class level after
generally don’t pursue the class for long.
1st, an effigy master gains new spells per day (and spells
NPC effigy masters are unusual individuals. Some sell
known, if applicable) as if he had also gained a level in a
their services to wealthy lords or merchants who desire
spellcasting class to which he belonged before adding the
retinues of absolutely loyal guards who cannot be charmed
prestige class level. He does not, however, gain any other
or bought. Others are experimenters who indulge in the
benefit a character of that class would have gained (improved
process of creating pseudolife to satisfy their own curiosity
chance of turning or destroying undead, a bonus feat, and
and inquisitiveness. A few are bitter and spiteful loners who
so on). If he had more than one spellcasting class before
delight in creating mockeries of the living or seek to attain
becoming an effigy master, he must decide to which class
power by replacing those who have what the effigy master
to add each level for the purpose of determining spells per
desires.
day and spells known.
Adaptation: Those who really enjoy the concept of the
Craft Effigy (Su): An effigy master can create constructs
effigy master might wish the prestige class offered more
known as effigies (see page 151). Unlike other creators,
than five levels of advancement. It would be a simple enough
he need not possess the Craft Construct feat to complete
matter to extend the class for five more levels, continuing the
this task, nor does he need the feat or ranks in Knowledge
implied progression in all areas. This means the class should
(architecture and engineering) to repair an effigy he creates
gain an ability at 7th and 9th levels, at least, and perhaps
(see page 151 for details on repairing an effigy). An effigy
another ability at 10th level. The 7th-level ability could allow
master can add his class level to his caster level to determine
new effigies to be created more cheaply. The 9th-level ability
the maximum Hit Dice of effigy that he can create.
EFFIGY MASTER
Table 2–6: The Effigy Master
Base Attack Fort
Ref
Level
Bonus
Save
Save
1st
+0
+0
+0
2nd
+1
+0
+0
3rd
+1
+1
+1
4th
+2
+1
+1
5th
+2
+1
+1
620_17925_Chpt2.indd 30
Will
Save
+2
+3
+3
+4
+4
Special
Craft effigy
—
Improved effigy
—
Effigy link
Spells per Day/Spells Known
—
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
9/15/04 2:50:28 PM
SAMPLE EFFIGY MASTER
620_17925_Chpt2.indd 31
CHAPTER 2
Fenlun Herlendal, an effigy master, builds himself a bodyguard
Illus. by F. Vohwinkel
Fenlun Herlendal: Male gnome illusionist 7/effigy master
1; CR 8; Small humanoid; HD 8d4+16 plus 3; hp 40; Init +1;
Spd 20 ft.; AC 12, touch 12, flat-footed 11; Base Atk +3; Grp
–2; Atk or Full Atk +3 melee (1d3–1/19–20, dagger) or +5
ranged (1d6/19–20, light crossbow); SA spell-like abilities;
SQ craft effigy, familiar (rat), familiar benefits (Alertness,
empathic link, share spells), gnome traits, low-light vision;
AL LN; SV Fort +4*, Ref +3*, Will +6*; Str 8, Dex 12, Con 15,
Int 17, Wis 8, Cha 14.
Skills and Feats: Appraise +3 (+5 related to metalwork),
Concentration +13, Craft (metalworking) +14, Knowledge
(arcana) +14, Listen +1, Spellcraft +13 (+15 to decipher spells
on scrolls), Use Magic Device +9 (+11 when using scrolls);
Alertness (from familiar), Toughness, Craft Wondrous Item,
Magical Aptitude, Scribe ScrollB, Silent SpellB.
Languages: Common, Draconic, Dwarven, Gnome,
Terran.
Spell-Like Abilities: 1/day—dancing lights, ghost sound (DC
12), prestidigitation, speak with animals (burrowing mammal
only, duration 1 minute).
Craft Effigy (Su): Fenlun has created a dire lion effigy.
The creature uses the statistics and abilities of the dire lion
effigy described on page 152 of this book.
Familiar: Fenlun’s familiar is a rat named Goli. The
familiar uses the better of its own and Fenlun’s base save
bonuses. The creature’s abilities and characteristics are
summarized below.
Goli: Rat familiar; CR —; Tiny magical beast; HD 8;
hp 20; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 19,
touch 14, flat-footed 16; Base Atk +3; Grp –9; Atk or Full
PRESTIGE
CLASSES
Crafting an effigy requires a body to be built from wood,
leather, metal, and wire. This requires a DC 15 Craft (woodworking, leatherworking, or metalworking) check. The gp
and XP required to create the effigy depends on its size, as
described on page 155.
Improved Effigy (Ex): An effigy master of 3rd level or
higher can improve upon his creations, granting them a
permanent +2 competence bonus on attack rolls, damage,
and saves. This requires one day of work and costs 100 gp of
supplies per Hit Die of the effigy to be improved, but has no
XP cost.
Effigy Link (Su): At 5th level and higher, an effigy master
can create a supernatural bond between himself and one of
his effigies. This requires a 1-hour ritual. Afterward, the effigy
master can sense the effigy’s condition (as if he had cast status
on the effigy), and can scry on the effigy (as if casting the
scrying spell) once per day.
Furthermore, an effigy master gains a +1 morale bonus on
saving throws and caster level checks as long as he is within
5 feet of his bonded effigy.
An effigy master can be linked to only one effigy at any
time. If the linked effigy is destroyed, or if the effigy master
wants to establish a new link, he can create a link to another
effigy (and eliminate the old link) by performing the ritual
with the new effigy.
31
9/15/04 2:50:32 PM
Atk +7 melee (1d3–4, bite); Space/Reach 2-1/2 ft./0 ft.;
SA —; SQ deliver touch spells, improved evasion, lowlight vision, scent, speak with master, speak with rodents;
Elemental savants study the basic building blocks of exisAL N; SV Fort +2, Ref +4, Will +8; Str 2, Dex 15, Con 10,
tence—air, earth, fire, and water—learning to harness their
Int 9, Wis 12, Cha 2.
powers. Eventually they transcend their mortal forms and
Skills and Feats: Balance +10, Climb +12, Hide +14,
become elemental beings.
Elemental savants often begin their careers as individuals
Move Silently +10, Swim +10; Weapon Finesse.
intrigued by one or all of the classic elements. Before they ever
Deliver Touch Spells (Su): Goli can deliver touch spells
take levels in the prestige class, these spellcasters typically
for Fenlun (see Familiars, page 52 of the Player’s Handfind themselves drawn to spells of a particular energy type.
book).
These spellcasters find satisfaction in the unleashed purity
Improved Evasion (Ex): If Goli is exposed to any effect
that normally allows it to attempt a Reflex saving throw for
of the elemental energy forms, and they become elemental
half damage, it takes no damage with a successful saving
savants to grow closer to the element that becomes their
throw and half damage if the saving throw fails.
favorite.
Scent (Ex): Can detect approaching enemies, sniff out
Most elemental savants start out as warmages, wizards, or
hidden foes, and track by sense of smell.
sorcerers, although divine spellcasters are not unknown in
Speak with Master (Ex): Goli can communicate verbally
the class. A cleric with the Fire, Water, or Sun domain could
with Fenlun. Other creatures do not understand the comalso qualify for this prestige class.
munication without magical help.
NPC elemental savants usually prefer to pursue their
Speak with Rodents (Ex): Goli can communicate with
studies in solitude or in the company of other elemental
animals of approximately the same kind as itself (includsavants. Sometimes groups of them gather in places where an
ing dire varieties).
element’s majesty and power is on display, such as the flanks
Familiar Benefits: Fenlun Herlendal gains special
of a volcano, an island, or a high, windy mountain.
benefits from having a familiar. This creature grants
Adaptation: Making a particular element the basis for the
Fenlun a +2 bonus on Fortitude saves (included in the above
theme of a spellcaster’s repertoire is an idea that could exist
statistics).
in most any game. For a twist, you might want to consider
Alertness (Ex): Goli grants its master Alertness as long as it
elements that go beyond the standard, though this would
is within 5 feet.
require some work on the DM’s part. Other elements might
Empathic Link (Su): Fenlun can communicate telepathically
include: bone, metal, nether, plasma, and wood, to name a
with his familiar at a distance of up to 1 mile. The master has the
few. Determining the sort of damage each of these elements
same connection to an item or a place that the familiar does.
does, and how that type of damage interacts with the four
Share Spells (Su): Fenlun may have any spell he casts on
recognized types of energy damage (acid, cold, electricity,
himself also affect his familiar if the latter is within 5 feet
and fire) is the crux of this design process.
at the time. He may also cast a spell with a target of “You” on
Hit Die: d4.
his familiar.
Gnome Traits: Gnomes have a +1 racial bonus on attack Requirements
rolls against kobolds and goblinoids. Gnomes have a +4 racial
To qualify to become an elemental savant, a character must
bonus to Armor Class against giants.
fulfill all the following criteria.
*Gnomes have a +2 racial bonus on saving throws against
Skills: Knowledge (arcana) 8 ranks, Knowledge (the
illusions.
planes) 4 ranks.
Wizard Spells Prepared (caster level 7th; prohibited schools
Feat: Energy Substitution (acid, cold, electricity, or fire).
enchantment and necromancy): 0—dancing lights, detect magic,
Spells: Able to cast at least three spells that have one of
ghost sound (DC 14), mage hand, resistance; 1st—color spray
the following descriptors in common: acid, cold, electricity,
(DC 15), disguise self, magic missile, obscuring mist, shield, unseen
or fire. One of the spells must be at least 3rd level.
servant; 2nd—hypnotic pattern (DC 16), invisibility, minor image
Special: Must have made peaceful contact with an elemen(DC 16), mirror image, summon monster II; 3rd—displacement,
tal or outsider that has an elemental subtype (air, earth, fire,
nondetection (DC 16), protection from energy, silent mirror image;
or water).
4th—greater invisibility, rainbow pattern (DC 18).
Spellbook: as above plus 0—all others except daze, disrupt Class Skills
undead, touch of fatigue; 1st—protection from chaos, silent image;
The elemental savant’s class skills (and the key ability for
2nd—cat’s grace, rope trick; 3rd—fly, slow; 4th—summon
each skill) are Concentration (Con), Craft (Int), Knowledge
monster IV.
(arcana) (Int), Knowledge (the planes) (Int), Profession (Wis),
Possessions: Dagger, light crossbow with 10 bolts, boots of
and Spellcraft (Int).
levitation, wand of fox’s cunning (10 charges), scroll of summon
Skill Points at Each Level: 2 + Int modifier.
monster IV, 300 gp.
PRESTIGE
CLASSES
CHAPTER 2
ELEMENTAL SAVANT
32
620_17925_Chpt2.indd 32
9/15/04 2:50:38 PM
+1
+1
+2
+2
+3
+3
+4
+4
+5
+0
+1
+1
+1
+2
+2
+2
+3
+3
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Elemental specialty, resistance
to energy 5
Immunity to sleep
Energy penetration +2
Resistance to energy 10
Energy focus +1
Darkvision
Resistance to energy 20
Energy penetration +4
Immunity to paralysis and poison
Elemental perfection, energy
focus +2, energy immunity
CHAPTER 2
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Will
Save
+2
Illus. by S. Belledin
Table 2–7: The Elemental Savant
Base Attack Fort
Ref
Level
Bonus
Save
Save
1st
+0
+0
+0
PRESTIGE
CLASSES
Class Features
Resistance to Energy (Ex): As an elemental savant gains
All the following are class features of the elemental savant
levels in this prestige class, she becomes more resistant to
prestige class.
the type of energy allied with her chosen element. At 1st
Weapon and Armor Proficiency: Elemental savants gain
level, she gains resistance 5 against this energy type. This
no proficiency with any weapon or armor.
resistance rises to 10 at 4th level and 20 at 7th level.
Spells per Day/Spells Known: At each level except 5th
Immunity to Sleep (Ex): At 2nd level, as an elemental
and 10th, an elemental savant gains new spells per day (and
savant continues to transcend her mortal form, she gains
spells known, if applicable) as if she had also gained a level
immunity to sleep effects.
in a spellcasting class to which she belonged before adding
Energy Penetration (Ex): Beginning at 3rd level, an
the prestige class level. She does not, however, gain any other
elemental savant further refines her ability to wield energy
benefit a character of that class would have gained (improved
associated with her chosen element. When she casts a spell
chance of turning or destroying undead, a bonus feat, and
using that type of energy, she gains a +2
so on). If she had more than one spellcasting class before
competence bonus on caster level
becoming an elemental savant, she must decide to which
checks (1d20 + caster level) to
class to add each level for the purpose of determining spells
overcome a creature’s spell resisper day and spells known.
tance. At 8th level, this bonus
Elemental Specialty (Ex): The first step toward tranincreases to +4. These bonuses
scending mortal form requires an elemental savant to
stack with those granted by the
choose her elemental specialty. Upon entering
Spell Penetration and Greater
the class, she must select an element and
Spell Penetration feats.
its associated energy type (air = electricEnergy Focus (Ex): From
ity, earth = acid, fire = fire, or water =
5th level on, an elemental
cold). This choice must match the
savant is better able to
Energy Submanipulate energy assostitution feat
ciated with her chosen
that the savant
element. The save DC
selected to gain entry
for any spell with
to the prestige class. When
that energy descripthe savant casts a spell that nortor increases by 1.
mally deals energy damage, its
At 10th level, these
energy descriptor changes to the
save DCs increase by
savant’s chosen energy type, and
1 again (total increase
it deals damage of that energy type
of 2). These increases
instead of its normal energy type.
are cumulative with
For example, an elemental savant
those granted by the
choosing to specialize in fire could still
Spell Focus and Greater
cast meld into stone, and its descriptor would
Spell Focus feats.
not change because it does not deal energy
Darkvision (Ex): At 6th level,
damage. However, if she casts Melf’s acid arrow,
an elemental savant gains darkthe spell would deal fire damage and have the
vision out to 60 feet.
fire descriptor instead of dealing acid damage and
Immunity to Paralysis and
having the acid descriptor.
Poison
(Ex): As an elemental savant
Kyevera Luerten, an elemental savant
Spells per Day/Spells Known
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
—
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
—
33
620_17925_Chpt2.indd 33
9/15/04 2:50:41 PM
PRESTIGE
CLASSES
CHAPTER 2
approaches elemental perfection, she gains immunity to
paralysis and poison at 9th level.
Elemental Perfection: At 10th level, an elemental savant,
through long association with elemental entities and extensive study of their secrets, completely transcends her mortal
form to become an elemental creature. Her type changes to elemental. She no longer needs to eat, sleep, or breathe (though
she must still rest to regain spells). She gains an elemental
creature’s immunity to stunning, and she is no longer subject
to extra damage from critical hits or flanking. An elemental
savant gains the speed and movement modes, natural attacks,
special attacks, and special qualities of a Medium elemental
of the type appropriate to her elemental specialty, as noted
in the Monster Manual, except that the save DC against her
elemental attack form, if any (whirlwind, burn, or vortex) is
20 + her Con modifier.
Upon achieving this state, an elemental savant’s appearance
undergoes a minor physical change, usually to the skin or
eyes. An earth elemental savant, for example, might acquire
gemlike eyes and hard, pebbly skin. Anyone who shares the
elemental savant’s predilection for study of her chosen plane
immediately recognizes her transcendent nature. She gains
a +2 circumstance bonus on all Charisma-based skill and
ability checks when interacting with creatures that share her
elemental subtype (air, earth, fire, or water) and with other
elemental savants who have chosen her element.
Unlike a normal elemental, an elemental savant retains a
soul separate from her body. She can be raised from the dead
as normal for a creature of her previous type.
Energy Immunity (Ex): From 10th level on, an elemental
savant gains immunity to the type of energy associated with
her chosen element.
SAMPLE ELEMENTAL SAVANT
Kyevera Luerten: Female elf warmage 6/elemental savant
4; CR 10; Medium humanoid; HD 6d6 plus 4d4; hp 33; Init
+2; Spd 30 ft.; AC 21, touch 12, flat-footed 19; Base Atk +5;
Grp +5; Atk or Full Atk +6 melee (1d8 ×3, masterwork spear);
SA energy penetration +2, fire specialty, warmage edge; SQ
armored mage (light), elf traits, immunity to sleep, low-light
vision, resistance to fire 10; AL CG; SV Fort +5, Ref +7, Will
+10 (+12 against enchantments); Str 10, Dex 14, Con 11, Int
14, Wis 8, Cha 19.
Skills and Feats: Concentration +13, Intimidate +15,
Knowledge (arcana) +15, Knowledge (the planes) +6, Listen
+1, Search +4, Spellcraft +11, Spot +1; Energy Substitution
(fire), Greater Spell Focus (evocation), Spell Focus (evocation),
Spell Penetration.
Languages: Common, Draconic, Elven, Ignan.
Energy Penetration (Ex): When Kyevera casts a spell
that has the fire descriptor, she gains a +2 competence bonus
on caster level checks to beat a creature’s spell resistance (in
addition to the bonus from her Spell Penetration feat).
Warmage Edge (Ex): Kyevera gains a +2 bonus on damage
dealt by any of her spells that deal hit point damage. A single
spell can never gain this extra damage more than once per
casting.
Elf Traits: Elves have immunity to magic sleep effects. An
elf who merely passes within 5 feet of a secret or concealed
door is entitled to a Search check to notice it as if she were
actively looking for it.
Warmage Spells Known (6/7/7/7/6/3 per day; caster level
10th): 0—acid splash† (+7 ranged touch), disrupt undead (+7
ranged touch), light, ray of frost† (+7 ranged touch); 1st—accuracy, burning hands (DC 17), chill touch (+5 melee touch; DC
15), fist of stone†, hail of stone†, magic missile, lesser orb of acid†F
(+7 ranged touch), lesser orb of cold†F (+7 ranged touch), lesser
orb of electricity†F (+7 ranged touch), lesser orb of fire† (+7 ranged
touch), lesser orb of sound†F (+7 ranged touch), shocking graspF
(+5 melee touch), Tenser’s floating disk, true strike; 2nd—blades
of fire†, continual flame, fire trap (DC 16), fireburst† (DC 18),
flaming sphere (DC 18), ice knifeF (DC 16), Melf’s acid arrowF (+7
ranged touch), pyrotechnics (DC 16), scorching ray (+7 ranged
touch), shatterF (DC 18), whirling bladeF (masterwork sickle +10
melee, 1d6+4); 3rd—fire shield, fireball (DC 19), flame arrow,
gust of wind (DC 19), ice stormF, Leomund’s tiny hut, lightning
boltF (DC 19), poison (+5 melee touch; DC 17), ring of blades†,
sleet stormF, stinking cloud (DC 17); 4th—blast of flame† (DC
20), contagion (DC 18), Evard’s black tentacles, orb of acid†F, orb
of cold†F, orb of electricity†F, orb of fire†, orb of force†, orb of sound†F,
phantasmal killer (DC 18), shoutF (DC 20), wall of fire; 5th—arc
of lightning†F (DC 19), cloudkill (DC 19), cone of coldF (DC 21),
flame strike (DC 21), greater fireburst† (DC 21), mass fire shield†,
prismatic ray† (DC 21).
† New spell found in Chapter 4.
F: These spells lose their normal energy subtype and gain
the fire subtype instead. They deal fire damage instead of
their normal kind of energy damage (if they deal damage).
Possessions: +2 chain shirt, +2 light steel shield, masterwork
spear, masterwork sickle, cloak of Charisma +2, cloak of
resistance +2.
ENLIGHTENED FIST
Not all monks pursue metaphysical perfection to the exclusion of all other study. Some monks combine a rigorous
discipline of academic study with martial arts and development of the body. For these monks, that study includes the
practice of magic and the implementation of certain arcane
tricks into their unarmed combat styles. These enlightened
fists master the use of touch spells, creating new forms of
combat where their fists strike with blinding speed, phenomenal power, and magical energy.
Most enlightened fists are monk/sorcerers or monk/wizards. Some focus heavily on one class or the other, while
others seek to maintain balance between their arcane and
physical training.
Enlightened fists are most common in metropolitan
settings, where magical training is available and becomes
an integral component of the monastic life. Enlightened
34
620_17925_Chpt2.indd 34
9/15/04 2:50:44 PM
CLASS SKILLS
The enlightened fist’s class skills (and the key ability for each
skill) are Balance (Dex), Climb (Str), Concentration (Con),
Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str),
Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen
(Wis), Move Silently (Dex), Profession (Wis), Spellcraft
(Int), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
To qualify to become an
enlightened fist, a character must fulfill all the
following criteria.
Skills: Concentration 8 ranks, Knowledge
(arcana) 5 ranks, Spellcraft 5 ranks.
Feats: Combat Casting, Improved Unarmed
Strike, Stunning Fist.
Spells or Spell-Like
Abilities: Arcane caster
level 3rd.
Table 2–8: The Enlightened Fist
Base Attack Fort
Ref
Level
Bonus
Save
Save
1st
+0
+0
+2
2nd
+1
+0
+3
3rd
+2
+1
+3
4th
+3
+1
+4
5th
+3
+1
+4
6th
+4
+2
+5
7th
+5
+2
+5
8th
+6
+2
+6
9th
+6
+3
+6
10th
+7
+3
+7
Illus. by J. Miracola
REQUIREMENTS
All the following are class features of the
enlightened fist.
Weapon and Armor Proficiency: Enlightened fists gain
no proficiency with any weapon
or armor.
Spells per Day/Spells
Known: Except at 1st level
and 6th level, an enlightened fist gains new spells
per day (and spells
known, if applicable) as
if she had also gained
a level in an arcane
spellcasting class to
which she belonged
before adding the
prestige class level.
She does not, however, gain any other
benefit a character of
that class would have
gained (such as the bonus
feat sometimes gained by
a wizard). If she had more
than one arcane spellcasting
class before becoming an
enlightened fist, she must
decide to which class to add
each level for the purpose of
determining spells per day
and spells known.
CHAPTER 2
CLASS FEATURES
PRESTIGE
CLASSES
fist NPCs often live in communities with ordinary monks,
practicing magic primarily as a means of self perfection.
Adaptation: In the world of Eberron, enlightened fists can
be found throughout Khorvaire. They are most common in
Aundair, where arcane schools abound.
Some arcane fists could rise from divine backgrounds. In
such cases, the requirements for the class would
change from Knowledge (arcana) to Knowledge
(religion) and would require the character to be capable of casting 2nd-level
divine spells (instead of arcane spells).
However, because divine spells
are generally better at improving
a character in melee, the caster
level progression noted in the
table below cannot go unmodified. Instead of gaining +1
level in spellcasting ability
at every level except 1st and
6th, the divine enlightened
fist should gain +1 level of
existing divine spellcasting class at 2nd, 4th, 6th,
8th, and 10th level only.
Hit Die: d8.
Sheris Liaday, an enlightened fist,
defeats a mind flayer
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Ki strike (magic), monk abilities
Fist of energy
Arcane fist
—
Arcane rejuvenation
Fist of energy (burst)
Hold ray
—
Diamond soul
—
Spells per Day/Spells Known
—
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
—
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
35
620_17925_Chpt2.indd 35
9/15/04 2:50:46 PM
PRESTIGE
CLASSES
CHAPTER 2
Ki Strike (Su): An enlightened fist’s unarmed attacks are
empowered with ki. Her unarmed attacks are treated as magic
weapons for the purpose of dealing damage to creatures with
damage reduction.
Monk Abilities: An enlightened fist adds her class level
to her monk level to determine her class-based AC bonus,
her unarmed damage, her unarmored speed bonus, and the
number of daily attempts of her Stunning Fist feat. If she has
no monk levels, she gains the AC bonus, unarmed damage,
and unarmored speed bonus of a monk whose level equals
her enlightened fist level, but she can’t add her Wisdom
bonus to her AC.
An enlightened fist does not count her class levels for the
purpose of determining when she gains any other monk class
features, such as reduced penalties for flurry of blows attack
rolls, bonus feats, evasion, or other special abilities.
Fist of Energy (Su): Once per round as a free action,
an enlightened fist of 2nd level or higher can spend one
of her daily stunning attempts to imbue her unarmed
strikes with either electricity or fire. The enlightened
fist chooses the energy type each time she activates. For
1 round, each of her unarmed strike that hits deals an
extra 1d6 points of damage (electricity or fire, depending
on the choice).
At 6th level and higher, an enlightened fist can cause
her energy-imbued unarmed strikes to burst with flame
or lightning on a critical hit. In addition to dealing an
extra 1d6 points of energy damage, her unarmed attacks
deal an extra 1d10 points of energy damage on a successful critical hit. If the enlightened fist’s unarmed critical
multiplier is ×3, she adds an extra 2d10 points of energy
damage instead, and if the multiplier is ×4, she adds an
extra 3d10 points of energy damage. An enlightened fist
with monk levels can use this ability to channel energy
through wielded monk weapons just as she can through
her unarmed attacks.
Arcane Fist (Su): Beginning at 3rd level, an enlightened
fist can spend one of her daily stunning attempts to cast
and deliver a touch spell as part of an unarmed full attack
action. She can choose to deliver the touch spell with
any single unarmed strike attack she makes during the
action.
Arcane Rejuvenation (Su): An enlightened fist of
5th level or higher can channel arcane energy to heal
her own wounds. As a standard action, she can sacrifice
one of her prepared spells or unused spell slots; doing
this heals a number of hit points of damage equal to the
spell’s level.
Hold Ray (Ex): At 7th level or higher, an enlightened
fist can cast any spell that produces a ray effect as a touch
spell instead. The spell’s range is reduced to touch, and its
Effect entry is replaced with “Target: Creature touched.” She
can deliver the spell with a touch attack or with a normal
attack, and she can hold the charge as with a normal touch
spell. An enlightened fist can combine this ability with
arcane fist (see above) to deliver a ray-effect spell as part of
an unarmed full attack action.
Diamond Soul (Ex): At 9th level, an enlightened fist gains
spell resistance equal to 10 + the total of her monk levels and
enlightened fist levels .
Multiclassing Note: A monk who becomes an enlightened fist can continue advancing as a monk. Furthermore,
the character’s class levels in any classes that grant arcane
spellcasting ability (such as sorcerer or warmage) do not
prevent her from continuing to advance as a monk.
SAMPLE ENLIGHTENED FIST
Sheris Liaday: Female human monk 1/sorcerer 4/
enlightened fist 3; CR 8; Medium humanoid; HD 1d8+1
plus 4d4+4 plus 3d8+3; hp 39; Init +8; Spd 40 ft.; AC 21*,
touch 17, flat-footed 17*; Base Atk +4; Grp +4; Atk +8
melee (1d8+1, unarmed strike) or +8 ranged touch (as
spell); Full Atk +6/+6 melee (1d8+1, flurry of blows) or
+8 ranged touch (as spell); SA arcane fist, fist of energy,
flurry of blows, ki strike (magic), unarmed strike; SQ —;
AL LN; SV Fort +5, Ref +10, Will +11; Str 10, Dex 19, Con
12, Int 8, Wis 14, Cha 13.
*Includes +4 armor bonus from mage armor.
Skills and Feats: Balance +6, Concentration +10 (+14 casting
defensively), Jump +15, Knowledge (arcana) +4, Spellcraft +6,
Tumble +14; Combat Casting, Improved Initiative, Improved
Unarmed StrikeB, Stunning FistB, Weapon Finesse.
Language: Common.
Arcane Fist (Su): Sheris can spend one of her daily stunning attempts to cast and deliver a touch spell as part of an
unarmed full attack action. She can choose to deliver the
touch spell with any one unarmed strike attack she makes
during the action.
Fist of Energy (Su): Once per round as a free action,
Sheris can spend one of her daily stunning attempts to
imbue her unarmed strikes with either electricity or fi re.
She chooses the energy type each time she activates. For
1 round, each of her unarmed strikes deals an extra 1d6
points of damage (electricity or fi re, depending on the
choice).
Stunning Fist: 5/day; Fortitude DC 16 negates.
Sorcerer Spells Known (6/7/5/3 per day; caster level 6th):
0—detect magic, disrupt undead (+8 ranged touch), light, message, ray of frost (+8 ranged touch), read magic, touch of fatigue
(+4 melee touch; DC 11); 1st—expeditious retreat, mage armor
(already cast), ray of enfeeblement (+8 ranged touch), shocking
grasp (+4 melee touch); 2nd—false life, scorching ray (+8 ranged
touch); 3rd—haste.
Possessions: Gloves of Dexterity +2, ring of protection +1, potion
of cure serious wounds, scroll of bear’s endurance and fly, wand of
bull’s strength (20 charges), 35 pp, 50 gp.
36
620_17925_Chpt2.indd 36
9/15/04 2:50:50 PM
FATESPINNER
1 round (he can’t store it). This ability should be usable only
once per day.
Hit Die: d4.
Will
Save
+2
+3
+3
+4
+4
Special
Spin fate
Fickle finger of fate
Spin destiny
Deny fate, resist fate
Seal fate
CHAPTER 2
Ref
Save
+0
+0
+1
+1
+1
Illus. by G. Kubic
Table 2–9: The Fatespinner
Base Attack Fort
Level
Bonus
Save
1st
+0
+0
2nd
+1
+0
3rd
+1
+1
4th
+2
+1
5th
+2
+1
PRESTIGE
CLASSES
Some people are lucky; others are not. A few make their own
luck. A fatespinner (also called a “mage of many fates”) has
pulled back the curtain of chance, circumstance, and chaos to Requirements
glimpse a deeper truth: probability. When one event occurs,
To qualify to become a fatespinner, a character must fulfill
innumerable possible ones do not as the universe blindly
all the following criteria.
seeks balance. Through his newfound
Skills: Knowledge (arcana) 10 ranks, Profession (gambler)
understanding, the fatespinner satisfies
5 ranks.
that blind seeking—with
Spells: Able to cast 4th-level arcane spells,
prejudice. He can increase
including at least one divination spell of 1st
the probability of events in
level or higher.
his favor.
Any arcane spellcaster who
Class Skills
has cursed his bad luck is a
The fatespinner’s class skills (and
candidate for this prestige
the key ability for each skill) are
class. Who has not cast a
Appraise (Int), Concentration
spell, hoping fervently but
(Con), Craft (Int), Knowledge
impotently for a particular
(arcana) (Int), Profession (Wis), Sleight
outcome, or sadly noted the
of Hand (Dex), and Spellcraft (Int).
astounding luck of an enemy
Skill Points at Each Level: 2 +
who resists spell after spell? The
Int modifier.
fatespinner seeks to apply some
control over the seeming
Class Features
vagaries of chance—fortune
All the following are class feafor himself, misfortune for his
tures of the fatespinner prestige
foes.
class.
NPC fatespinners are often
Weapon and Armor Profifound in positions of power and
ciency: Fatespinners gain no
authority, as would be expected
proficiency with any weapon
from those able to directly affect
or armor.
their own destiny. Others conSpells per Day/Spells
tinue to ply the world, honing
Known: At each level
their abilities and seeking
except 5th, a fatespinner
their ultimate fortune.
gains new spells per day
Adaptation: Adapting
(and spells known,
this class to other methods of
if applicable) as if
play might include the idea of
he had also gained
draining luck from NPCs, and using
a level in a spellcasting
that drained luck as stored spin. However,
class to which he belonged
determining the method whereby this luck is Raadi Weskil, a fatespinner
before adding the prestige
drained that doesn’t merely allow the fatespinner
class level. He does not, however, gain any
to always have a method of rejuvenating his spin is tricky.
other benefit a character of that class would have gained
This effect could potentially be tied to the fickle finger of
(improved chance of turning or destroying undead, a bonus
fate ability; if the fatespinner successfully uses this ability,
feat, and so on). If he had more than one spellcasting class
he gains 1 additional point of spin that he must use within
before becoming a fatespinner, he must decide to which class
Spells per Day/Spells Known
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
—
37
620_17925_Chpt2.indd 37
9/15/04 2:50:52 PM
PRESTIGE
CLASSES
CHAPTER 2
to add each level for the purpose of determining spells per
day and spells known.
Spin Fate (Ex): A mage of many fates understands that
“chance” is not as random as many believe it to be, and he can
adjust the probability of certain events by applying a force
that fatespinners refer to as “spin.” Each day, a fatespinner
can use a number of points of spin equal to his fatespinner
class level.
As a free action, a fatespinner can use stored spin to boost
the save DC of a spell he casts, adding some or all his spin to
the DC, on a point-for-point basis. For instance, a 5th-level
wizard/3rd-level fatespinner casting fireball could choose to
boost the DC of the spell by 1, 2, or 3 points. Once he uses
up his spin for the day, his ability to tinker with probability
in this fashion is also exhausted for the day.
A fatespinner’s spin is replenished whenever the character
successfully regains his spells for the day (whether through
rest, preparation, or prayer).
Fickle Finger of Fate (Ex): On reaching 2nd level, a
fatespinner gains the ability to affect the luck of others.
Once per day as an immediate action (see page 86), he can
force any other creature—friend or enemy—to reroll a roll
that it has just made. A fatespinner must have line of sight
to the creature to be affected. That creature must abide by
the result of the reroll, whether it’s higher or lower than the
original roll.
Spin Destiny (Ex): Beginning at 3rd level, a fatespinner
more clearly comprehends the matrix of reality and can use
accumulated spin to adjust other random events. The method
is identical to increasing a spell’s save DC, but the fatespinner
can now add spin to any skill check, attack roll, or saving
throw that he attempts on a point-for-point basis. However,
the spin utilized comes from the same limited reservoir of
karma storage that allows him to adjust the DC of his spells.
He must apply the bonus before making the roll.
Deny Fate (Ex): At 4th level and higher, a fatespinner
has a better chance of beating the odds should he ever be
rendered unconscious and dying. Once per day, on the first
occasion when a fatespinner must make a check to become
stable when dying, the check automatically succeeds. Other
such checks called for later in the same 24-hour period are
made normally.
Resist Fate (Ex): A fatespinner of 4th level and above
embraces his extraordinary good luck. Once per day, he
can reroll one roll that he has just made. He must abide by
the result of the reroll, even if it’s worse than the original
roll.
Seal Fate (Su): A 5th-level fatespinner can meddle in success and failure, and even life and death, sealing the fate of
a friend or foe. Once per day as a free action, the fatespinner
selects a target creature he can see within 30 feet with Hit
Dice equal to or less than his. The creature receives either
a –10 penalty or a +10 bonus on its next saving throw, as
decided by the fatespinner. If the selected target has more
Hit Dice than the fatespinner, the ability doesn’t work but
the use for the day is not wasted. This effect lasts only for
1 round, so if no spell or other effect is brought to bear on
the target creature during the round, the creature’s fate is
no longer sealed.
SAMPLE FATESPINNER
Raadi Weskil: Male human sorcerer 8/fatespinner 2; CR
10; Medium humanoid; HD 10d4 plus 3; hp 29; Init +7; Spd
30 ft.; AC 19*, touch 14, flat-footed 16*; Base Atk +5; Grp +4;
Atk or Full Atk +4 melee (1d6–1, quarterstaff) or +9 ranged
touch (by spell); SA fickle finger of fate, spin fate; SQ familiar
(rat), familiar benefits (Alertness, empathic link, share spells);
AL N; SV Fort +2, Ref +5, Will +10; Str 8, Dex 16, Con 10, Int
13, Wis 12, Cha 19.
*Includes +4 armor bonus from mage armor.
Skills and Feats: Bluff +9, Concentration +13 (+17 casting
defensively), Diplomacy +6, Disguise +4 (+6 to act in character),
Intimidate +6, Knowledge (arcana) +14, Profession (gambler)
+6, Sleight of Hand +8, Spellcraft +16; Alertness (from familiar), Combat Casting, Improved Counterspell, Improved
Initiative, Toughness, Weapon Focus (ranged spell).
Languages: Common, Orc.
Fickle Finger of Fate (Ex): Once per day as an immediate action (see page 86), Raadi can force any other creature
to reroll a roll that it has just made. Raadi must have line of
sight to the creature to be affected. That creature must take
the reroll, even if it’s worse than the original roll.
Spin Fate (Ex): As a free action, Raadi can use stored spin
to boost the save DC of a spell he casts, adding some or all
his 2 points of spin to the DC, on a point-for-point basis.
Familiar: Raadi’s familiar is a rat named Yorghan. The
familiar uses the better of its own and Raadi’s base save
bonuses. The creature’s abilities and characteristics are summarized below.
Yorghan: Rat familiar; CR —; Tiny magical beast; HD
10; hp 14; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC
22*, touch 14, flat-footed 20*; Base Atk +5; Grp –7; Atk or
Full Atk +9 melee (1d3–4, bite); Space/Reach 2-1/2 ft./0 ft.;
SA —; SQ deliver touch spells, improved evasion, low-light
vision, scent, speak with master, speak with rats; AL N;
SV Fort +2, Ref +4, Will +10; Str 2, Dex 15, Con 10, Int 12,
Wis 12, Cha 2.
*Includes +4 armor bonus from mage armor.
Skills and Feats: Balance +10, Climb +12, Hide +14,
Move Silently +10, Swim +10; Weapon Finesse.
Deliver Touch Spells (Su): Yorghan can deliver touch
spells for Raadi (see Familiars, page 52 of the Player’s
Handbook).
Improved Evasion (Ex): If Yorghan is exposed to any
effect that normally allows it to attempt a Reflex saving
throw for half damage, it takes no damage with a successful saving throw and half damage if the saving throw
fails.
Scent (Ex): Can detect approaching enemies, sniff out
hidden foes, and track by sense of smell.
38
620_17925_Chpt2.indd 38
9/15/04 2:50:55 PM
CHAPTER 2
PRESTIGE
CLASSES
Geometers are almost always wizards. Many specialize
Speak with Rodents (Ex): Yorghan can communicate
in the school of abjuration, since spells of arcane geometry
with animals of approximately the same kind as itself
are often among the most potent magical defenses available.
(including dire varieties).
Speak with Master (Ex): Yorghan can communicate
Sorcerers and bards do not prepare spells, and therefore rarely
verbally with Raadi. Other creatures do not understand
qualify for the class. In any event, they lack the meticulous
the communication without magical help.
and studious inclination to perform magic by scribing
Familiar Benefits: Raadi gains special benefits from
painstaking diagrams.
having a familiar. This creature grants Raadi a +2 bonus on
NPCs who take up the geometer class frequently hold
meetings in which numerous members of the profession can
Fortitude saves (included in the above statistics).
expound on their latest projects and inform others of their
Alertness (Ex): Yorghan grants its master Alertness as long
new theories concerning the nature of geometry.
as it is within 5 feet.
Empathic Link (Su): Raadi can communicate telepathically
Adaptation: While this prestige class describes a geomwith his familiar at a distance of up to 1 mile. The master has
eter independent of any location, an interesting idea in any
the same connection to an item or a place that the familiar
campaign that contains a geometer would be the includoes.
sion of a location where a powerful glyph is permanently
Share Spells (Su): Raadi may have any spell he casts on
inscribed in a cliff face or at a mountain’s base (or apex). This
himself also affect his familiar if the latter is within 5 feet
special glyph, perhaps called the Perfect Geometry, would
at the time. He may also cast a spell with a target of “You” on
be important to geometers who learn of it, granting them
his familiar.
some additional spell knowledge or versatility with their
Sorcerer Spells Known (6/7/7/7/6/3 per day; caster level
spells (perhaps, once the Perfect Geometry is visited and
10th): 0—arcane mark, dancing lights, detect magic, detect
traced by a geometer, that geometer learns to cast one more
poison, flare (DC 14), mage hand, ray of frost (+9 ranged
glyph-related spell per day).
touch), read magic, touch of fatigue (+4 melee touch; DC 14);
Hit Die: d4.
1st—charm person (DC 15), comprehend languages, lesser orb of
fire†, mage armor (already cast), true strike; 2nd—darkvision, Requirements
Melf’s acid arrow (+9 ranged touch), mirror image, resist energy;
To qualify to become a geometer, a character must fulfill all
3rd—clairaudience/clairvoyance, dispel magic, ray of exhaustion
the following criteria.
(+9 ranged touch); 4th—confusion (DC 18), dimension door;
Skills: Decipher Script 9 ranks, Disable Device 4 ranks,
5th—wall of force.
Knowledge (arcana) 9 ranks, Search 4 ranks.
† New spell described on page 116.
Feat: Scribe Scroll.
Possessions: Quarterstaff, cloak of Charisma +2, gloves of DexterSpells: Able to prepare and cast 3rd-level arcane spells.
ity +2, amulet of natural armor +1, ring of protection +1, potion of
cure serious wounds, 2 scrolls of lightning bolt (10th level), wand Class Skills
of invisibility (10 charges), gold brooch (800 gp), 45 pp.
The geometer’s class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Decipher Script (Int),
Disable Device (Int), Knowledge (all skills, taken individually)
(Int), Profession (Wis), Search (Int), and Spellcraft (Int).
Runes, glyphs, sigils, and symbols hold great magical power.
Skill Points at Each Level: 2 + Int modifier.
The geometer is the master of written magic and spells
inscribed within a perfectly rendered diagram. While other Class Features
spellcasters must record their spells in pages upon pages
All the following are class features of the geometer prestige
of cryptic formulae, the geometer knows that every spell
class.
has a perfect geometrical design, a figure whose angles and
Weapon and Armor Proficiency: Geometers gain no
intersections hint at the secrets hidden in the structure of
proficiency with any weapon or armor.
the multiverse.
GEOMETER
Table 2–10: The Geometer
Base Attack Fort
Level
Bonus
Save
1st
+0
+0
2nd
3rd
4th
5th
+1
+1
+2
+2
+0
+1
+1
+1
Ref
Save
+0
Will
Save
+2
+0
+1
+1
+1
+3
+3
+4
+4
Special
Glyph of warding,
draw spellglyph
Book of geometry
Sigilsight
Pass sigil
Powerful spellglyph,
greater glyph of warding
Spells per Day/Spells Known
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
39
620_17925_Chpt2.indd 39
9/15/04 2:50:57 PM
Illus. by E. Fiegenschuh
PRESTIGE
CLASSES
CHAPTER 2
can. He gains a bonus equal to his caster level on all
Spells per Day/Spells Known: At each level, a geometer
Search checks to find traps of this sort. A geometer who
gains new spells per day (and spells known, if applicable) as
merely comes within 10 feet of a magic rune, glyph, sigil,
if he had also gained a level in an arcane spellcasting class to
or symbol, or the threshold of danger for such a device,
which he belonged before adding the prestige class level. He
is entitled to make a Search check as if he were actively
does not, however, gain any other benefit a character of that
searching for a magic trap.
class would have gained (such as the bonus feat sometimes
Pass Sigil (Su): Beginning at 3rd level, a geometer can
gained by a wizard). If he had more than one arcane spelltemporarily negate magical wards based on written symbols,
casting class before becoming a geometer, he must decide to
which class to add each level for the purpose of determining
sigils, runes, or glyphs. As a standard action, a geometer can
spells per day and spells known.
attempt to pass such a sigil. He must succeed on a level check
Glyph of Warding: A geometer
(DC 6 + the sigil creator’s caster level). If successful, he can
adds glyph of warding to his spellsuppress the effects of the device for as long as he maintains
book as a 3rd-level arcane spell.
concentration (which might make it possible for others
He can prepare and cast the
to pass the sigil safely, too). A geometer must be able to
spell just like any other spell
see the device to be passed.
he knows.
Powerful Spellglyph (Ex): When a 5th-level
Spellglyph (Su): A spellgeometer prepares a spellglyph for a spell, he
glyph is an arcane diagram that
knows how to strengthen the spell beyond its
substitutes for a specific spell’s
normal effects. His caster level is treated as 1
verbal and material components
higher for any spell he casts with the use of a
(if any). When a geometer casts
spellglyph.
a prepared spell in conjunction
Greater Glyph of Warding: A 5th-level geometer
with a spellglyph scribed for that
adds greater glyph of warding to his spellbook as a
spell, he can cast the spell as if it were
6th-level arcane spell. He can prepare and
affected by the Silent Spell feat. The spellcast the spell just like any other spell
glyph replaces any material components
he knows.
(other than a focus) normally required
by the spell.
SAMPLE
GEOMETER
A geometer chooses at the time of
casting whether to use a spellglyph. An
Filas Lamean: Male
expended spellglyph disappears, just like
half-elf abjurer 6/geometer 5; CR
any other material component.
11; Medium humanoid (elf); HD
Spellglyphs are normally scribed on
11d4+11 plus 3; hp 43; Init
parchment, much like scrolls. Preparing a
+1; Spd 30 ft.; AC 11, touch
spellglyph requires 1 hour and the use of rare
11, flat-footed 10; Base Atk
inks costing 25 gp per spell level. If the
+5; Grp +4; Atk or Full Atk
spell normally requires an expensive
+4 melee (1d6–1, quarterstaff)
material component (with a value of
or +6 ranged touch (by spell); SA
more than 1 gp), exotic inks and treatpowerful spellglyph; SQ book of
ments of equal cost must be used in the
geometry, half-elf traits, low-light
preparation of the spellglyph.
vision, pass sigil, sigilsight, spellglyph; AL
Book of Geometry (Ex): At 2nd level and
LN; SV Fort +6, Ref +4, Will +11 (+13 against
Filas Lamean,
a geometer, practices his craft
higher, a geometer uses a unique system for
enchantments); Str 8, Dex 12, Con 13, Int 21,
recording the details of a spell that drastiWis 14, Cha 10.
cally reduces the expense of maintaining spellbooks. Every
Skills and Feats: Concentration +11, Decipher Script +14,
spell he learns from now on requires only a single page in
Diplomacy +2, Disable Device +9, Gather Information +2,
his spellbook. It still takes 24 hours to scribe a spell into a
Knowledge (arcana) +14, Listen +3, Search +20 (+31 when
spellbook and materials costing 100 gp per page.
searching for magic traps), Spellcraft +17, Spot +3; Combat
A geometer’s spellbook is difficult for nongeometers to
Casting, Empower SpellB, Great Fortitude, Scribe ScrollB,
decipher and use. The Spellcraft DC to decipher or prepare
Spell Focus (abjuration), Toughness.
spells from a geometer’s spellbook is increased by 5 for
Languages: Auran, Aquan, Common, Draconic, Elven,
nongeometers (see page 178 of the Player’s Handbook).
Giant, Goblin.
Sigilsight (Ex): A geometer of 3rd level or higher can
Contingency: Filas has an active contingency spell. If he
use a Search check to find magic traps based on runes,
is attacked in melee, a mirror image spell activates, creating
glyphs, sigils, symbols, and other writings as a rogue
1d4+3 images.
40
620_17925_Chpt2.indd 40
9/15/04 2:50:59 PM
Powerful Spellglyph (Ex): The caster level of any spells
Filas casts using spellglyphs increases by 1.
Book of Geometry (Ex): Every spell Filas learns requires
Once each generation, the comet Alhazarde—the legendary
only a single page in his spellbook. It still takes 24 hours to
Green Star—visits the night skies, a portent of great and
write a spell into a spellbook and materials costing 100 gp
terrible events. Beneath its emerald light, kings rise or fall,
per page.
weird monsters and magical plagues appear to scour the
In addition, the Spellcraft DC for a nongeometer to deciland, and strange and ancient secrets are revealed. Glorious
pher or prepare spells from Filas’s spellbook is increased by
and sinister auroras glimmer in the dusk for weeks on end,
and from time to time shooting stars of burning emerald fall
5 (see page 178 of the Player’s Handbook).
Half-Elf Traits: Half-elves have immunity to magic sleep
from the sky. These fallen stars are the only known source
effects. A half-elf is considered an elf for all effects related to
of starmetal, a rare and precious ore infused with mighty
race.
magical power.
Pass Sigil (Su): Filas can temporarily negate magical
A Green Star adept is the master of the strange and
wards based on written symbols, sigils, runes, or glyphs. As
powerful magic derived from Alhazarde’s glittering green
a standard action, he can make a level check (DC 6 + the sigil
starmetal. He travels the land, searching for more of the
creator’s caster level). If successful, he can suppress the effects
comet’s fallen substance and mastering its eldritch power.
of the device for as long as he maintains concentration. Filas
Turning his back on the traditional studies of the sorcerer or
must be able to see the device to be passed.
wizard, he slowly transforms into a living statue of starmetal,
Sigilsight (Ex): Filas can use a Search check to find magic
gaining immortality and invulnerability at the cost of his
traps based on runes, glyphs, sigils, symbols, and other writown flesh. At each appearance of the comet, only a handful
ings as a rogue can. He gains a +11 bonus on Search checks to
of adepts can complete the rites necessary to achieve this
find traps of this sort. A geometer who merely comes within 10
transformation.
feet of a magic rune, glyph, sigil, or symbol, or the threshold
Sorcerers and wizards are most capable of understanding
of danger for such a device, is entitled to make a Search check
the strange arcana of the mystic comet. Of the two, wizards
as if he were actively searching for a magic trap.
are more likely to master the astrological calculations and
Spellglyph (Su): Filas can cast spells using spellglyphs.
meticulous observations required to divine the secrets of
Such spells have a special material component (the spellgthe Green Star. Some Green Star adepts, however, come from
lyph) that substitutes for the spell’s verbal and other material
entirely different origins, having picked up the necessary
components. When Filas casts a spell using a spellglyph, the
arcane knowledge along the way. Such rare individuals might
spell is treated as if it were affected by the Silent Spell feat.
be learned monks or warlocks, sinister rogue/sorcerers, or
Wizard Spells Prepared (caster level 11th; prohibited schools
any other character diligent enough to learn the secrets of
conjuration and transmutation): 0—arcane mark, detect magic,
the comet Alhazarde.
prestidigitation, resistance, touch of fatigue (+4 melee touch; DC
All Green Star adepts are bitter rivals, since all who follow
15); 1st—charm person (2) (DC 16), disguise self, magic missile
the path are in constant competition for the rare and precious
(2), ray of enfeeblement (+6 ranged touch), shield; 2nd—blindstarmetal required for the transformation. NPC Green Star
ness/deafness (2) (DC 17), detect thoughts (DC 17), mirror image,
adepts never work with each other, often going to great
protection from arrows, see invisibility; 3rd—dispel magic,
lengths to keep other adepts from learning about news of
empowered magic missile, fireball (DC 18), magic circle against
starmetal finds.
chaos, protection from energyS, wind wallS ; 4th—confusion (2)
Adaptation: It would be easy to postulate that the base
(DC 19), enervation (+6 ranged touch), phantasmal killerS (DC
material from which the prestige class derives its name is
19), stoneskin; 5th—empowered fireball (DC 18), dismissalS (DC
some other substance, even without changing the abilities
20), wall of force, waves of fatigue (DC 20); 6th—misleadS (DC
derived from the material in any way. Thus, a practitioner of
21), repulsion (DC 21).
this prestige class could instead take his powers from quartz,
S: When cast, spellglyph replaces verbal and material
jade, sapphire, iron, black iron, steel, or some other substance
components and caster level is 12th.
known for (among other things) solidity.
Spellbook: as above plus 0—all others except acid splash,
Hit Die: d8.
mage hand, mending, message, open/close; 1st—alarm, chill touch;
2nd—arcane lock; 3rd—glyph of warding; 4th—dimensional Requirements
anchor; 5th—cone of cold, symbol of sleep; 6th—contingency, globe
To qualify to become a Green Star adept, a character must
of invulnerability, greater glyph of warding, symbol of fear.
fulfill all the following criteria.
Possessions: Quarterstaff, headband of intellect +4, scroll of
Base Attack Bonus: +4.
globe of invulnerability, scroll of dimensional anchor, spellbook,
Skills: Decipher Script 2 ranks, Knowledge (arcana) 8
spellglyphs, diamond dust (250 gp), ivory statuette of Filas
ranks, Knowledge (architecture and engineering) 2 ranks,
decorated with gems (1,500 gp), powdered diamond and opal
Knowledge (geography) 2 ranks, Knowledge (history) 2
(1,000 gp), 17 gp.
ranks.
GREEN STAR ADEPT
CHAPTER 2
PRESTIGE
CLASSES
41
620_17925_Chpt2.indd 41
9/15/04 2:59:07 PM
becoming a Green Star adept, he must decide to which class
to add each level for the purpose of determining spells per
day and spells known.
Damage Reduction (Ex): The starmetal infusion reinforces the flesh of a Green Star adept, making him resistant
to physical blows. He gains damage reduction
1/adamantine. Each level thereafter, his damage
reduction improves by 1, until by 10th level, he
has damage reduction 10/adamantine.
Improved Caster Level (Ex): A Green Star adept
adds his class level to his caster level in another arcane
spellcasting class to determine his effective spellcaster
level. If the character had more than one arcane
spellcasting class before becoming a Green Star
adept, the player must decide to which class
to add each adept level for this purpose.
For example, a 5th-level wizard/4th-level
Green Star adept’s caster level would be
9th, due to this ability, but he would
only have access to 4th-level spells
(5th-level wizard plus two arcane
spellcasting class levels from being
a 4th-level Green Star adept).
Starmetal Dependency (Ex):
A Green Star adept must consume
more starmetal to continue his transformation. When he gains a level in this
class beyond 1st, he does not gain any of
the class features for that level until he
performs a special ritual that requires 24
hours, 1 pound of starmetal, and other
arcane reagents and materials costing 1,000
gp. A Green Star adept’s base attack bonus,
saving throws, skills, and feats or ability
score increases are not dependent on this
ritual—he fails to gain the special class
Theogrin Raablek,
abilities only until he completes the ritual.
a Green Star adept
See page 141 for a description of starmetal as
a new special material.
Illus. by G. Kubic
PRESTIGE
CLASSES
CHAPTER 2
Feat: Combat Casting.
Spells or Spell-Like Abilities: Arcane caster level 1st.
Special: Must acquire a piece of starmetal weighing at
least 2 ounces, powder it, and consume it by drinking it in
a specially prepared infusion. This infusion requires arcane
reagents costing 1,000 gp and takes one week to prepare.
Class Skills
The Green Star adept’s class skills (and the key
ability for each skill) are Appraise
(Int), Concentration (Con), Craft
(Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge
(architecture and engineering) (Int),
Knowledge (geography) (Int), Knowledge (history) (Int), Profession (Wis),
and Spellcraft (Int).
Skill Points at Each Level: 2 + Int
modifier.
Class Features
All the following are class features of
the Green Star adept prestige class.
Weapon and Armor Proficiency:
Green Star adepts gain proficiency
with simple weapons. They gain no
proficiency with armor or shields.
Spells per Day/Spells Known:
At every even-numbered level, a
Green Star adept gains new spells
per day (and spells known, if
applicable) as if he had also gained a
level in an arcane spellcasting class
to which he belonged before adding the
prestige class level. He does not, however,
gain any other benefit a character of that
class would have gained (such as the bonus
feat sometimes gained by a wizard). If he had
more than one arcane spellcasting class before
Table 2–11: The Green Star Adept
Base Attack Fort
Ref
Will
Level Bonus
Save
Save Save
1st
+0
+0
+0
+2
2nd
+1
+0
+0
+3
3rd
4th
+2
+3
+1
+1
+1
+1
+3
+4
5th
6th
7th
8th
9th
10th
+3
+4
+5
+6
+6
+7
+1
+2
+2
+2
+3
+3
+1
+2
+2
+2
+3
+3
+4
+5
+5
+6
+6
+7
Special
Damage reduction, improved caster
level, starmetal dependency,
starmetal rigor 1
Natural attack,
unnatural metabolism +2
Fortification (25%)
Otherworldly vision,
starmetal rigor 2
Unnatural metabolism +4
Fortification (50%)
Null metabolism, starmetal rigor 4
Unnatural metabolism +6
Fortification (75%)
Emerald perfection, rapid repair,
starmetal rigor 6
Spells per Day/Spells Known
—
+1 level of existing arcane spellcasting class
—
+1 level of existing arcane spellcasting class
—
+1 level of existing arcane spellcasting class
—
+1 level of existing arcane spellcasting class
—
+1 level of existing arcane spellcasting class
42
620_17925_Chpt2.indd 42
9/15/04 2:59:13 PM
CHAPTER 2
type changes to construct, which brings about the following
alterations to his basic nature:
—An adept loses his Constitution score and any hit point
adjustment for Constitution. However, he gains bonus hit
points based on his size: +10 hit points for Small, +20 hit
points for Medium, or +30 hit points for Large.
—Unlike other constructs, a Green Star adept has no
special immunity to mind-affecting effects. He is essentially
a human mind in a magically animated body.
—He gains immunity to poison, paralysis, stunning,
disease, extra damage from sneak attacks, death effects, and
necromancy effects.
—He no longer heals damage on his own, and receives
no benefit from spells or effects that heal living creatures.
However, he can repair himself by means of repair damage
spells (see page 120) or his rapid repair ability (see below).
—He is no longer subject to critical hits, nonlethal damage,
ability damage, ability drain, or energy drain.
—He gains immunity to any effect that requires a Fortitude
save unless it also works on objects, or is harmless.
—He is no longer at risk of death from massive damage,
but he is immediately destroyed if reduced to 0 hit points.
However, unlike other constructs, a Green Star adept can
be returned from the dead by any means that would have
worked on him before his final transformation.
—He no longer takes ability score penalties for aging and
cannot be magically aged. He cannot die of old age and might
exist in this form for eons.
Rapid Repair (Ex): A 10th-level Green Star adept repairs
1 point of damage per hour of rest, as long he has at least 1
hit point. Rapid repair does not allow a Green Star adept to
regrow or reattach lost body parts.
PRESTIGE
CLASSES
Starmetal Rigor (Ex): At 1st level, a Green Star adept’s
process of transformation has already begun. His flesh
takes on a faint emerald hue, and it becomes denser and
stronger as the starmetal infusion takes hold. A 1st-level
adept’s Strength score increases by 1, but his Dexterity score
drops by 1 (to a minimum of 3). His natural armor bonus
also improves by 1.
When an adept reaches 4th level, his Strength and his
natural armor bonus improve by an additional 1 point.
At 7th level, an adept’s Strength increases by 2 more, for
a total increase of +4, while his Dexterity is reduced by 1
(to a minimum of 3). His natural armor bonus improves by
another 2 points, for a total bonus of +4.
At 10th level, an adept’s Strength score increases by
2 more points (total increase of +6) and his Dexterity is
reduced by 1 (total reduction of –3, to a minimum of 3).
His natural armor bonus improves by another 2 points, for
a total bonus of +6.
Natural Attack (Ex): Beginning at 2nd level, a Green
Star adept has flesh so dense that his unarmed strikes deal
substantial damage. He gains a slam attack that deals bludgeoning damage equal to a club sized for the character (1d4
for Small adepts, 1d6 for Medium adepts, or 1d8 for Large
adepts), plus 1-1/2 times his Strength modifier.
Unnatural Metabolism (Ex): When an adept reaches
2nd level, his starmetal infusion begins to radically alter his
metabolism. He gains a +2 bonus on saving throws against
poison, sleep effects, paralysis, stunning, disease, death
effects, and necromancy effects.
At 5th level, a Green Star adept’s bonus on saving throws
against the attack forms listed above increases to +4. At 8th
level, the save bonus increases to +6.
Fortification (Ex): At 3rd level and higher, a Green
Star adept has resistance to attacks that affect other living
creatures. When a critical hit or sneak attack is scored on
the character, there is a 25% chance that the critical hit or
sneak attack is negated and the damage is instead rolled
normally.
When an adept reaches 6th level, this ability improves,
increasing the chance of negating a critical hit or sneak attack
to 50%. At 9th level, a Green Star adept has a 75% chance to
negate a critical hit or sneak attack.
Otherworldly Vision (Ex): At 4th level, a Green Star
adept gains darkvision out to 60 feet and low-light vision.
Null Metabolism (Ex): When a Green Star adept reaches
7th level, his transformation approaches completion. He no
longer needs to breathe, eat, or sleep. He has immunity to
inhaled poisons, drowning, suffocation, and sleep effects
(although he still must rest 8 hours in order to regain spells).
In addition, an adept of 7th level or higher is no longer
subject to fatigue or exhaustion and ignores the effects of
these conditions.
Emerald Perfection (Ex): At 10th level, a Green Star
adept completes his transformation. He resembles a perfectly
sculpted statue of himself, forged from green starmetal. His
SAMPLE GREEN STAR ADEPT
Theogrin Raablek: Male human barbarian 4/sorcerer
1/Green Star adept 3; CR 8; Medium humanoid; HD 4d12+12
plus 1d4+3 plus 3d8+9; hp 71; Init +1; Spd 40 ft.; AC 17,
touch 11, flat-footed 17; Base Atk +6; Grp +10; Atk +11 melee
(2d6+7/19–20, +1 greatsword) or +10 melee (1d6+6, slam); Full
Atk +11/+6 melee (2d6+7/19–20, +1 greatsword) or +10 melee
(1d6+6, slam); SA rage 2/day; SQ damage reduction 3/adamantine, fortification (25%), improved caster level, starmetal
dependency, starmetal rigor 1, trap sense +1, uncanny dodge,
unnatural metabolism +2; AL LN; SV Fort +8, Ref +3, Will
+5; Str 18, Dex 12, Con 16, Int 10, Wis 8, Cha 12.
Skills and Feats: Concentration +9 (+13 casting defensively),
Decipher Script +2, Intimidate +3, Jump +15, Knowledge
(arcana) +8, Knowledge (architecture and engineering) +3,
Knowledge (geography) +3, Knowledge (history) +3, Survival
+5; Cleave, Combat Casting, Great Cleave, Power Attack.
Language: Common.
Rage (Ex): Two times per day, Theogrin can enter a state of
fierce rage that lasts for 8 rounds. The following changes are
in effect as long as he rages: hp increase by 16; AC 15, touch
9, flat-footed 15; Grp +12; Atk +13 melee (2d6+10/19–20, +1
43
620_17925_Chpt2.indd 43
9/15/04 2:59:16 PM
PRESTIGE
CLASSES
CHAPTER 2
greatsword) or +12 melee (1d6+9, slam); Full Atk +13/+8 melee
understanding. Their warding abilities make them outstand(2d6+10/19–20, +1 greatsword) or +12 melee (1d6+9, slam); SV
ing spell duelists, so many neutral- and good-aligned NPC
Fort +10, Will +7; Str 22, Con 20; Jump +17. At the end of his
initiates devote their careers to the defeat of evil spellcasters,
rage, Theogrin is fatigued for the duration of the encounter.
aiding folk who have no other defense against a dangerous
Fortification (Ex): When a critical hit or sneak attack is
necromancer or reckless conjurer. Evil NPC initiates somescored against Theogrin, there is a 25% chance that the crititimes serve as duelists-for-hire, seeking to entice good wizards
into offering some insult or slight in an effort to challenge
cal hit or sneak attack is negated, and the damage is instead
the marks to lethal spell duels.
rolled normally.
Adaptation: One way to adapt this prestige class is to alter
Improved Caster Level (Ex): Theogrin adds his Green
the premise of the initiate’s focus on color. Instead of color,
Star adept level to his arcane caster level to determine his
an initiate might be attempting to understand a philosophitotal caster level (4th), but not his spells known or spells
cal hierarchy, a text of seven fables, seven words of power, or
per day.
something else entirely.
Uncanny Dodge (Ex): Theogrin retains his Dexterity
Hit Die: d4.
bonus to Armor Class even when flat-footed or targeted by
an unseen foe (he still loses his Dexterity bonus if paralyzed
or otherwise immobile).
Requirements
Unnatural Metabolism (Ex): Theogrin has a +2 bonus
To qualify to become an Initiate of the Sevenfold Veil, a
on saving throws against poison, sleep effects, paralysis,
character must fulfill all the following criteria.
stunning, disease, death effects, and necromancy effects.
Skills: Knowledge (arcana) 12 ranks, Knowledge (nature)
Sorcerer Spells Known (6/5 per day; caster level 2nd):
4 ranks, Spellcraft 12 ranks.
0—arcane mark, detect magic, light, mage hand, read magic;
Feats: Greater Spell Focus (abjuration), Spell Focus (abjura1st—enlarge person, shield.
tion), Skill Focus (Spellcraft).
Possessions: +1 mithral shirt, +1 greatsword, gauntlets of ogre
Spells: Able to cast five abjuration spells, including at least
power, 90 pp.
two of 4th level or higher.
Class Skills
The Initiate of the Sevenfold Veil’s class skills (and the key
ability for each skill) are Appraise (Int), Concentration (Con),
Colors are imbued with their own magical properties. Just as
Craft (Int), Decipher Script (Int), Knowledge (all skills, taken
exotic substances and mystic words have the power to repel
individually) (Int), Profession (Wis), and Spellcraft (Int).
certain creatures, colors also harbor innate properties that
Skill Points at Each Level: 2 + Int modifier.
can be brought forth by the skilled mage, culminating in the
perfection of the prismatic wall or prismatic sphere. Few spells Class Features
match the beauty and power of these potent abjurations. They
All the following are class features of the Initiate of the
are perfect defenses, representing a union of magical lore and
Sevenfold Veil prestige class.
keen insight into the workings of nature.
Weapon and Armor Proficiency: Initiates of the SevenA master of defensive magic, the Initiate of the Sevenfold
fold Veil gain no proficiency with any weapon or armor.
Veil approaches the prismatic barrier by mastering one by
Spells per Day/Spells Known: At each level, an Initiate
one its constituent veils or layers. Her skillful wardings can
of the Sevenfold Veil gains new spells per day (and spells
deflect many of the most perilous attacks enemy spellcasters
known, if applicable) as if she had also gained a level in an
or monsters can muster, shielding herself and her companions
arcane spellcasting class to which she belonged before adding
against harm. Her keen insight into the ultimate secrets of
the prestige class level. She does not, however, gain any other
abjuration also allows her to easily unbind the defenses of
benefit a character of that class would have gained (such as
others, and in time she learns the most dreadful of magical
the bonus feat sometimes gained by a wizard). If she had
attacks: the spectacular and lethal kaleidoscopic doom.
more than one arcane spellcasting class before becoming
Initiates of the Sevenfold Veil are a loose society or fellowan Initiate of the Sevenfold Veil, she must decide to which
ship of spellcasters who share this common obsession. They
class to add each level for the purpose of determining spells
correspond regularly and meet at odd intervals, interested not
per day and spells known.
only in the lore of their chosen specialty but also in the lore of
Warding (Sp): An Initiate of the Sevenfold Veil can create
the physical world and how magic and mundane knowledge
a warding. She can choose one veil she knows (see below) to be
intertwine. Most initiates are wizards, since the careful study
imbued in the warding. A warding lasts for a certain amount
of the magical and the mundane appeals more to the wizard’s
of time as indicated in its description, unless it is dismissed
intellect than to the sorcerer’s forceful personality.
(the same way a spell is dismissed; see page 176 of the Player’s
Initiates of the Sevenfold Veil adventure for much the
Handbook). When she creates a warding, she can choose one
same reason that wizards do: to increase their knowledge and
of three types.
INITIATE OF THE
SEVENFOLD VEIL
44
620_17925_Chpt2.indd 44
9/15/04 2:59:19 PM
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
Area: An area warding affects an initiate’s space and all
adjacent squares (a sphere 15 feet in diameter for a Small
or Medium initiate, 20 feet in diameter for a Large initiate,
and so on). Any creature who remains adjacent to the initiate gains the benefit of the warding’s protection, even if part
of its body lies outside the sphere. Moving out of the warding
(stepping away from the initiate) is completely safe, but anyone attempting to enter the warding—even someone who was
formerly inside it and left—becomes subject to the effects of
the chosen veil. The warding moves with the initiate, but she
cannot force another creature to pass through it (for example, by moving adjacent to an enemy). If she does
force a creature to pass through, the
warding has no effect on that
creature. This warding provides
Iaryo Felunnda, an Initiate of the Sevenfold Veil
620_17925_Chpt2.indd 45
CHAPTER 2
+1 level of existing arcane spellcasting class
Illus. by M. Moore
Personal: This warding is a sphere whose diameter is equal
to an initiate’s space (5 feet for Small or Medium creatures,
10 feet for Large, and so on) and encapsulates the initiate. It
moves with her, but she cannot force another creature to pass
through it (for example, by attempting to grapple an enemy).
If she does force a creature to pass through, the warding
has no effect on that creature. Any creature striking at her
with a melee weapon or natural attack is subject to the veil’s
effect (although creatures using reach weapons are not). The
warding provides
concealment to
the initiate, but
she can see out
with no hindrance. It lasts
for 1 minute per
level or until
dismissed.
Spells per Day/Spells Known
+1 level of existing arcane spellcasting class
PRESTIGE
CLASSES
Table 2–12: The Initiate of the Sevenfold Veil
Base Attack Fort
Ref
Will
Level Bonus
Save
Save Save
Special
1st
+0
+0
+0
+2
Warding 1/day, unimpeachable
abjuration, red veil
2nd
+1
+0
+0
+3
Unanswerable strike +2,
orange veil
3rd
+1
+1
+1
+3
Warding 2/day, yellow veil
4th
+2
+1
+1
+4
Reactive warding, green veil
5th
+2
+1
+1
+4
Warding 3/day, blue veil
6th
+3
+2
+2
+5
Unanswerable strike +4, double
warding, indigo veil
7th
+3
+2
+2
+5
Kaleidoscopic doom, violet veil,
warding 4/day
45
9/15/04 2:59:21 PM
PRESTIGE
CLASSES
CHAPTER 2
concealment to all within from creatures outside, but anyone
inside the warding can see out with no hindrance. It lasts for
1 minute per level or until dismissed.
Wall: This warding takes the form of a wall, up to 10 feet long
and 5 feet high per initiate class level. For example, a 3rd-level
Initiate of the Sevenfold Veil could create a warding wall 30
feet long and 15 feet high. The wall can be made smaller, but
it is not otherwise shapeable. The wall must begin within 30
feet of the initiate, but can extend beyond that distance. The
wall is immobile once created. An initiate may choose to
make crossing through the wall in one direction safe, if she
chooses. In any event, she can pass through her own warding
wall with no danger. This warding provides concealment to
creatures on either side. It lasts for 10 minutes per level or
until dismissed.
The save DC for an initiate’s warding is equal to 18 + her primary spellcasting ability modifier (Intelligence for wizards,
Charisma for sorcerers and bards, and so on). The spell level
equivalent of a warding depends on which veil is integrated
into it.
Veils: When an initiate creates a warding, she can choose
and imbue the warding with any one veil she knows how to
create. These veils duplicate the layers of a prismatic wall and
are described below. An initiate’s caster level for these veils
is equal to her arcane spellcaster level.
Red Veil: The first veil an initiate learns is the red veil. A
warding imbued with this veil blocks all nonmagical ranged
attacks and missiles. A creature crossing a red veil takes
20 points of fire damage (Reflex half). A cone of cold spell
or effect destroys a warding with this veil but is negated in
the process. A warding with this veil is the equivalent of a
4th-level spell.
Orange Veil: At 2nd level, an initiate learns the secret of
the orange veil. A warding with this veil halts magical ranged
attacks, including spells that conjure missiles (such as Melf’s
acid arrow) or create rays (such as disintegrate or a beholder’s
eye rays) but not spells that do not require a ranged attack
(such as magic missile). A creature crossing an orange veil takes
40 points of acid damage (Reflex half). A gust of wind spell or
similar effect destroys the veil but is negated in the process. A
warding with this veil is the equivalent of a 5th-level spell.
Yellow Veil: An initiate of 3rd level or higher can create a
yellow veil. This veil prevents gases or clouds from entering
the warded area, and it defeats petrification attacks. In addition, a character inside a personal or area warding imbued with
a yellow veil has immunity to poison introduced from outside
the warding (such as from a creature with an envenomed
weapon striking through the barrier). A creature crossing
a yellow veil takes 80 points of electricity damage (Reflex
half). A disintegrate spell destroys theveil but is negated in
the process. A warding with this veil is the equivalent of a
6th-level spell.
Green Veil: A 4th-level initiate masters the green veil. This
veil stops the passage of breath weapons. A creature crossing
a green veil must succeed on a Fortitude save or die; on a
successful save, the creature takes 1d6 points of Constitution
damage. This veil is a poison effect. A passwall spell destroys
a green veil. A warding with this veil is the equivalent of a
6th-level spell.
Blue Veil: At 5th level, an initiate learns the blue veil. This
veil blocks all divinations and mind-affecting spells and
abilities. Any creature crossing a blue veil must succeed on
a Fortitude save or be petrified. A magic missile spell destroys
a blue veil but is negated by it. A warding with this is the
equivalent of a 6th-level spell.
Indigo Veil: A 6th-level initiate can create the mighty
indigo veil. This veil prevents the passage of all spells or
spell-like abilities. Any creature crossing an indigo veil
must succeed on a Will save or become confused, as if by an
insanity spell. A daylight spell negates and is negated by an
indigo veil. A warding with this veil is the equivalent of a
7th-level spell.
Violet Veil: At 7th level, an initiate masters the seventh
and final veil: the violet veil. This barrier destroys all objects
and effects that cross it, as if they were disintegrated. Living
creatures passing a violet veil must succeed on a Will save or
be shifted to a random place on a random plane (as the plane
shift spell). A violet veil is destroyed by a successful dispel
magic spell. A warding with this veil is the equivalent of an
8th-level spell.
Unimpeachable Abjuration (Ex): An initiate’s abjuration
spells are particularly difficult to defeat with spells or effects
that dispel them. An initiate can add her class level to the DC
to dispel any abjuration spell or effect she creates.
Unanswerable Strike (Ex): Due to her study of magical
defenses, an initiate learns how to defeat them more easily.
At 2nd level and higher, she gains a +2 bonus on caster level
checks to counter or dispel abjuration spells. At 6th level,
this bonus increases to a +4 bonus.
Reactive Warding (Sp): At 4th level, an initiate learns to
create a warding (see above) in response to an attack. She can
raise a warding as an immediate action (see page 86), after
an opponent begins an action but before it is completed.
For example, if she sees an enemy warrior charging her,
she can raise a warding to protect herself. The opponent
can choose to continue the charge through the warding or
can halt outside it.
Double Warding: At 6th level and higher, an initiate can
raise two veils at once any time she creates a warding. This
still counts as only one use of her warding ability. The less
powerful effect (progressing from red up through violet) is
always considered to be “outside” the more powerful effect,
so a double warding consisting of a blue veil and a green veil
would subject any creature passing through to the green veil
first, followed by the blue veil. To negate the entire warding,
the outermost veil must be negated before the inner veil can
be negated.
Kaleidoscopic Doom (Sp): At 7th level, an Initiate of the
Sevenfold Veil learns the secret of the awesome kaleidoscopic
doom. Once per day as a standard action, she designates one
46
620_17925_Chpt2.indd 46
9/15/04 2:59:25 PM
Iaryo Felunnda: Female human abjurer 9/Initiate of the
Sevenfold Veil 2; CR 11; Medium humanoid; HD 11d4+11; hp
40; Init +2; Spd 30 ft.; AC 17*, touch 12, flat-footed 15*; Base
Atk +5; Grp +4; Atk or Full Atk +4 melee (1d6–1, quarterstaff);
SA unanswerable strike +2; SQ familiar (weasel), familiar
benefits (Alertness, empathic link, share spells), unimpeachable abjuration, warding 1/day; AL N; SV Fort +8, Ref +9, Will
+12; Str 8, Dex 14, Con 12, Int 17, Wis 13, Cha 10.
*Includes +4 armor bonus from mage armor.
Skills and Feats: Concentration +15, Decipher Script +17,
Knowledge (arcana) +17, Knowledge (history) +15, Knowledge
(nature) +17, Knowledge (the planes) +17, Spellcraft +22;
Alertness (from familiar), Extend SpellB, Great Fortitude,
Greater Spell Focus (abjuration), Lightning Reflexes, Scribe
ScrollB, Skill Focus (Spellcraft), Spell Focus (abjuration).
Languages: Celestial, Common, Draconic, Goblin.
Unanswerable Strike (Ex): Iaryo has a +2 bonus on caster
level checks to counter or dispel abjuration spells.
Familiar: Iaryo’s familiar is a weasel named Fuundark.
The familiar uses the better of its own and Iaryo’s base save
bonuses. The creature’s abilities and characteristics are summarized below.
Fuundark: Weasel familiar; CR —; Tiny magical beast;
HD 11; hp 20; Init +2; Spd 20 ft., climb 20 ft.; AC 23*,
touch 14, flat-footed 21*; Base Atk +5; Grp –7; Atk or Full
Atk +9 melee (1d3–4, bite); Space/Reach 2-1/2 ft./0 ft.;
SA attach; SQ deliver touch spells, improved evasion,
low-light vision, scent, speak with master, speak with
mustelids; AL N; SV Fort +3, Ref +5, Will +10; Str 3, Dex
15, Con 10, Int 10, Wis 12, Cha 5.
*Includes +4 armor bonus from mage armor.
Skills and Feats: Balance +10, Climb +10, Hide +11,
Move Silently +8, Spot +3; Weapon Finesse.
Attach (Ex): If hits with a bite attack, Fuundark may
use its powerful jaws to latch onto the opponent’s body
and automatically deal bite damage each round it remains
attached. When attached, Fuundark loses its Dexterity
bonus to Armor Class and has an AC of 21. To remove
Fuundark through grappling, the opponent must achieve
a pin against the creature.
CHAPTER 2
SAMPLE INITIATE OF THE
SEVENFOLD VEIL
Deliver Touch Spells (Su): Fuundark can deliver touch
spells for Iaryo (see Familiars, page 52 of the Player’s
Handbook).
Improved Evasion (Ex): If Fuundark is exposed to any
effect that normally allows it to attempt a Reflex saving
throw for half damage, it takes no damage with a successful
saving throw and half damage if the saving throw fails.
Scent (Ex): Can detect approaching enemies, sniff out
hidden foes, and track by sense of smell.
Speak with Mustelids (Ex): Fuundark can communicate
with animals of approximately the same kind as itself
(including dire varieties).
Speak with Master (Ex): Fuundark can communicate
verbally with Iaryo. Other creatures do not understand
the communication without magical help.
Familiar Benefits: Iaryo gains special benefits from
having a familiar. This creature grants Iaryo a +2 bonus on
Reflex saves (included in the above statistics).
Alertness (Ex): Fuundark grants its master Alertness as long
as it is within 5 feet.
Empathic Link (Su): Iaryo can communicate telepathically with
her familiar at a distance of up to 1 mile. The master has the same
connection to an item or a place that the familiar does.
Share Spells (Su): Iaryo may have any spell she casts on
herself also affect her familiar if the latter is within 5 feet at
the time. She may also cast a spell with a target of “You” on
her familiar.
Unimpeachable Abjuration (Ex): Iaryo’s abjuration
spells are particularly difficult to defeat with spells or effects
that dispel them. She can add her class level to the DC to
dispel any abjuration spell or effect she created.
Veils: Iaryo knows the red and orange veils, and she can
imbue any warding she creates with one of them.
Red Veil: This veil blocks all nonmagical ranged attacks
and missiles. A creature crossing a red veil takes 20 points
of fire damage (Reflex DC 17 half).
Orange Veil: This veil halts magical ranged attacks, including spells that conjure missiles (such as Melf’s acid arrow) or
effects that create rays (such as disintegrate or a beholder’s eye
rays). A creature crossing an orange veil takes 40 points of
acid damage (Reflex DC 18 half).
Warding (Sp): Iaryo can create a personal warding (affects
her space), an area warding (affects her space and all squares
adjacent to her), or a warding wall (30 feet long and 15 feet
high) once per day, imbuing it with one of the two veils she
knows. The personal and area wardings have a duration of 3
minutes, and the warding wall has a duration of 30 minutes.
Wizard Spells Prepared (caster level 11th; prohibited schools
illusion and necromancy): 0—dancing lights, detect magic, detect
poison, mage hand, resistance; 1st—alarm, charm person (DC 14),
expeditious retreat, magic missile (3); 2nd—cat’s grace, extended
mage armor (already cast), see invisibility, extended shield, web
(2) (DC 15); 3rd—deep slumber (DC 16), dispel magic (2), fly,
lightning bolt (DC 16), stinking cloud (DC 16); 4th—arcane eye,
extended protection from energy, lesser globe of invulnerability, ice
PRESTIGE
CLASSES
creature within 60 feet and turns magical effects currently
affecting the creature against it. This effect functions like
a targeted greater dispel magic, except that for every spell
or effect negated on the target, the effect of one veil (see
above) is visited on the victim as if the subject had crossed
it. The veils created around the victim proceed through the
spectrum from red to violet, with one veil activated per spell
negated. Thus, a creature with three spells negated would
be subject to the effects of the red, orange, and yellow veils.
The subject is still entitled to the normal saving throws
allowed by each veil. This ability is the equivalent of a 9thlevel spell.
47
620_17925_Chpt2.indd 47
9/15/04 2:59:28 PM
PRESTIGE
CLASSES
CHAPTER 2
storm; 5th—dismissal (DC 20), hold monster (DC 18), teleport;
Adaptation: This prestige class can be tweaked by chang6th—acid fog, globe of invulnerability.
ing the premise of the Spellpool. Instead of a construct of
Spellbook: as above plus 0—all others except detect undead, ghost
stored spells that must always be paid back, lest debt be
sound, touch of fatigue; 1st—mage armor, shield; 2nd—arcane lock,
incurred (see below), perhaps the Order managed to subdue
resist energy, rope trick; 3rd—protection from energy; 4th—Evard’s
and chain a demigod of ancient days below their stronghold.
black tentacles, remove curse, wall of ice; 5th—Bigby’s interposWhat the Order members actually do when they call spells
from the “Spellpool” is, perhaps unbeknownst to them, slowly
ing hand, feeblemind, Mordenkainen’s private sanctum, teleport;
draining the essence of this being.
6th—greater dispel magic, summon monster VI.
Hit Die: d4.
Possessions: Amulet of natural armor +1, cloak of resistance
+2, bead of force, staff of abjuration (12 charges), scroll of
Mordenkainen’s private sanctum, scroll of summon monster VI, Requirements
To qualify to become a mage of the Arcane Order, a character
spellbooks, spell component pouch, 27 pp.
must fulfill all the following criteria.
Skill: Knowledge (arcana) 8 ranks.
Feats: Cooperative Spell and any one other metamagic
feat.
Also called a “guildmage,” a member of this prestige class is
Spells: Able to prepare and cast 2nd-level arcane spells.
a spellcaster who belongs to an academy and guild known as
Special: Prospective members must pay an initiation fee
the Arcane Order. The academy is called the Order in casual
of 750 gp.
conversation, or sometimes just “that college of wizardry.” It
is both a school for fledgling spellcasters and a guild for those Class Skills
of advanced knowledge and power.
The mage of the Arcane Order’s class skills (and the key
The Arcane Order’s charter is twofold. The group’s first
ability for each skill) are Concentration (Con), Craft (Int),
objective is advancing magical knowledge through both
Decipher Script (Int), Knowledge (all skills, taken indiongoing research and archeological investigation of lost arcane
vidually) (Int), Profession (Wis), Speak Language (n/a), and
disciplines. A good portion of research is centered around
Spellcraft (Int).
elucidating a “magical grammar” of the great power wielded
Skill Points at Each Level: 2 + Int modifier.
in ages past, and this research has borne wondrous fruit:
metamagic feats. The second tenet is the support and welfare Class Features
of the Order’s membership, initially through arcane schooling
All the following are class features of the mage of the Arcane
and later through companionship, resources, boarding, and
Order prestige class.
access to the Spellpool (see the sidebar on page 49). Although
Weapon and Armor Proficiency: Mages of the Arcane
nonwizards can benefit somewhat from what the Order has
Order gain no proficiency with any weapon or armor.
to offer, its emphasis on wizardry deters most applicants. In
Spells per Day/Spells Known: At each level, a mage
fact, the Order boasts almost no sorcerers, bards, or other
of the Arcane Order gains new spells per day (and spells
characters with significant talent as spontaneous casters.
known, if applicable) as if he had also gained a level in an
NPC guildmages often join adventuring companies of
arcane spellcasting class to which he belonged before adding
nonspellcasters who are not affiliated with the Order. Thus,
the prestige class level. He does not, however, gain any other
they could be encountered anywhere adventure beckons.
benefit a character of that class would have gained (such as
However, a guild member in good standing returns when
the bonus feat sometimes gained by a wizard). If he had more
he can to the campus, pays his required dues, and does his
than one arcane spellcasting class before becoming a mage
part in the upkeep of the Spellpool.
of the Arcane Order, he must decide to which class to add
MAGE OF THE
ARCANE ORDER
Table 2–13: The Mage of the Arcane Order
Base Attack Fort
Ref
Will
Level
Bonus
Save
Save
Save
1st
+0
+0
+0
+2
2nd
+1
+0
+0
+3
3rd
+1
+1
+1
+3
4th
+2
+1
+1
+4
5th
+2
+1
+1
+4
6th
+3
+2
+2
+5
7th
+3
+2
+2
+5
8th
+4
+2
+2
+6
9th
+4
+3
+3
+6
10th
+5
+3
+3
+7
Special
Guild member, Spellpool I
Free metamagic feat
Bonus language
Spellpool II
New spell
Bonus language
Spellpool III
New spell
Free metamagic feat
Regent
Spells per Day/Spells Known
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
48
620_17925_Chpt2.indd 48
9/15/04 2:59:30 PM
CHAPTER 2
Spellpool (Su): Mages of the Arcane Order can call spells
from a common source: the Spellpool. New members receive
a special focus (a trinket chosen by the spellcaster, such as
a ring, brooch, scarf, or other portable item) at the time of
their initiation. The focus allows access to the Spellpool and
works only for its owner. If a mage of the Arcane Order loses
his focus, he must undergo another initiation. The range of
available spells increases at 4th and 7th levels. See the sidebar
below for details.
Bonus Metamagic Feat: At 2nd level and again at 9th
level, a mage of the Arcane Order gains sudden insight
from studying the reconstructed texts of ancient magical
grimoires. He gains a metamagic feat of his choice as a bonus
feat. He must still meet the prerequisites of the feat.
Bonus Language: At 3rd level and again at 6th level, a
guildmage’s access to the Order’s superb library and resources
allows him to learn a new language.
New Spell: When a mage of the Arcane Order reaches
5th level, and again at 8th level, a fellow wizard allows the
character to copy a spell from his or her spellbook (chosen
by the player, subject to the DM’s approval). He does not
need to make a Spellcraft check to copy the spell into his
own spellbook, although specialist wizards still cannot learn
spells from prohibited schools. Spellcasters who do not use
spellbooks gain no benefit from this ability.
Regent: A 10th-level mage of the Arcane Order is awarded
the status of regent. A regent gains a +2 competence bonus
on all Charisma-based interaction checks when dealing with
lower-level members of the Order.
PRESTIGE
CLASSES
each level for the purpose of determining spells per day and
spells known.
Guild Member: A “guild-level” mage of the Arcane Order
pays monetary dues and accepts various duties in return
for member benefits. The dues are 30 gp per month. Duties
include putting in an appearance on campus at least once
every six months and accepting any special commissions
handed down by senior members. A guildmage who falls
into arrears on his dues by more than three months has
his membership revoked and loses access to the Spellpool.
Reinstating membership is difficult. However, ex-members
do not lose any spells or metamagic feats they had gained
while in good standing.
A member in good standing can board at the Arcane Order
campus between adventures, paying only 5 sp per day for
common-quality meals and lodging. At his leisure, he can
browse the Order’s well-respected library, which is stocked
with tomes on both mundane and arcane lore (though no
spellbooks are kept here). Likewise, he can use the Order’s
common laboratory facilities when creating magic items
(although material costs remain out-of-pocket). Furthermore,
he is free to read and post notices to the “job board,” a mundane medium whereby fellow members of the Order pass
information, advertise their interest in a research topic or
adventure, or attempt to sell an interesting oddity, magical
or otherwise. Last but not least, members form professional
ties with their fellow wizards, possibly leading to lasting
friendships or alliances.
pqqqqqqqqqqqqqqqqqqqqrs
THE SPELLPOOL
A magical reservoir of spell energy is bound into a special matrix
in a guarded vault on a sublevel of the Order’s headquarters.
Using his guild focus, a mage of the Arcane Order can “call”
spells from this common resource as needed.
Calling a Spell: Calling a spell from the Spellpool can be done
at any distance but requires the caster to have an open, unused
spell slot of the appropriate level. Wizards preparing spells for
the day decide at that time whether to leave some spell slots
open. A spellcaster can call only for a spell of a level that he could
normally cast. He can call a number of spells per day whose
total levels are equal to or less than half his caster level (round
down, minimum one). For example, Turial Edemont, a 5th-level
wizard/4th-level mage of the Arcane Order can call one 4th-level
spell per day, two 2nd-level spells per day, or any other combination of spells whose levels do not exceed four, assuming he has
slots available and his Spellpool debt isn’t too high (see below).
When a caster calls a spell, he takes a full-round action to
concentrate on his focus (which provokes attacks of opportunity). The spell appears in the caster’s mind at the beginning of
his next turn and can be used immediately. However, if he does
not cast the called spell within a number of minutes equal to
his caster level, it fades from his mind as though cast. A wizard
cannot learn a called spell, despite its temporary presence in his
consciousness, though of course he could later attempt to learn
the spell through standard means.
Spell Availability: Three stages of access to the Spellpool exist.
A member first joining the Order gains Spellpool I privileges,
which grants access to spells of 1st to 3rd level. Spellpool II
allows access to 4th- to 6th-level spells, and Spellpool III grants
access to 7th- to 9th-level spells. No 0-level spells are available,
but the Spellpool can provide any other spell on the wizard/sorcerer spell list in the Player’s Handbook, as well as any additional
spells designated by the DM.
Spellpool Debt: Every time a spellcaster calls a spell, he
incurs a debt. He must return an “energy packet” to the Spellpool: a spell he has prepared of a level equal level to that of
the called spell, or a number of spells whose combined levels
equal the level of the called spell. For instance, the Spellpool
debt for a 5th-level spell is five levels, which could be paid off
with another 5th-level spell or any combination of spells whose
levels total five. Returning a spell is a full-round action, like
calling a spell, and depletes a prepared spell slot as if the spell
had been cast.
The debt must be repaid within a number of days equal to
the character’s class level; otherwise, the mage’s access to
the Spellpool is automatically suspended. Once the debt is
repaid, a suspended caster immediately regains access to the
Spellpool—except that failure to pay off a debt within one year
results in a spellcaster’s expulsion from the Order. A mage
can’t run a “positive balance” with the Spellpool, paying off a
debt before incurring it.
pqqqqqqqqqqqqqqqqqqqqrs
49
620_17925_Chpt2.indd 49
9/15/04 2:59:32 PM
PRESTIGE
CLASSES
CHAPTER 2
The regents set the Arcane Order’s rules and policies,
meeting each month in the Council of Regents. A regent
must attend six council meetings in one year or be removed
from the council and lose his regent status (he loses no other
benefits of guild membership, nor does he lose his level in
the prestige class). Enacting new policies or eradicating old
ones requires a three-fi fths majority vote to pass.
Generally, the council hands out commissions for lowerlevel mages of the Arcane Order to perform on behalf of the
guild. An individual regent might also head up a special group
of lower-level members to accomplish a specific goal, such as
investigating a crime committed using magic, undertaking
an archeological dig of an ancient site of wizardry, or some
other important task.
Illus. by J. Miracola
SAMPLE MAGE OF THE
ARCANE ORDER
Turial Edemont: Male human wizard 5/mage of the Arcane
Order 4; CR 9; Medium humanoid; HD 9d4+18 plus 3; hp 45;
Init +1; Spd 30 ft.; AC 16*, touch 12, flat-footed 15*; Base Atk
+4; Grp +3; Atk or Full Atk +3 melee (1d6–1, quarterstaff) or
+5 ranged touch (by spell); SA Spellpool II; SQ guild member,
familiar (raven), familiar benefits; AL N; SV Fort +4, Ref +3,
Will +8; Str 8, Dex 13, Con 14, Int 19, Wis 10, Cha 12.
*Includes +4 armor bonus from mage armor.
Skills and Feats: Appraise +9, Concentration +14, Decipher
Script +11, Knowledge (arcana) +16, Knowledge (history) +16,
Spellcraft +18 (+20 to decipher spells on scrolls), Use Magic
Device +10 (+14 when using scrolls); Alertness (from familiar),
Cooperative Spell, Empower SpellB, Heighten Spell, Scribe
ScrollB, Skill Focus (Use Magic Device), Spell Penetration,
Toughness.
Languages: Celestial, Common, Draconic, Elf, Gnome,
Giant.
Spellpool (Su): If Turial leaves a spell slot of the appropriate level open, he can call a number of spells per day from the
Arcane Order’s Spellpool whose total levels are equal to or
less than four (that is, one 4th-level spell, two 2nd-level spells,
or one 2nd-level spell and two 1st-level spells). He must pay
off any spell debt accrued through use of this ability within
four days.
Familiar: Turial’s familiar is a raven named Zakar. The
familiar uses the better of its own and Turial’s base save
bonuses. The creature’s abilities and characteristics are summarized below.
Zakar: Raven familiar; CR —; Tiny magical beast;
HD 9; hp 22; Init +2; Spd 10 ft., fly 40 ft. (average); AC
21*, touch 14, flat-footed 19*; Base Atk +4; Grp –8; Atk
or Full Atk +8 melee (1d2–5, claws);
Space/Reach 2-1/2 ft./0 ft.; SA —;
SQ deliver touch spells, improved
evasion, low-light vision, speak
with master; AL N; SV Fort +2,
Ref +4, Will +10; Str 1, Dex 15,
Con 10, Int 8, Wis 14, Cha 6.
*Includes +4 armor bonus
from mage armor.
Skills and Feats: Listen +3, Spot
+5; Weapon Finesse.
Deliver Touch Spells (Su): Zakar
can deliver touch spells for
Turial (see Familiars, page 52 of
the Player’s Handbook).
Improved Evasion (Ex): If Zakar
is exposed to any effect that normally allows it to attempt a Reflex
saving throw for half damage, it
takes no damage with a successful
saving throw and half damage if the
saving throw fails.
Scent (Ex): Can detect approaching
enemies, sniff out hidden foes, and
track by sense of smell.
Speak with Master (Ex): Zakar can
communicate verbally with Turial.
Other creatures do not understand
the communication without magical
help.
Turial Edemont, a mage of the Arcane Order
50
620_17925_Chpt2.indd 50
9/15/04 2:59:34 PM
Familiar Benefits: Turial gains special benefits from
having a familiar. This creature grants Turial a +3 bonus on
Appraise checks (included in the above statistics).
Perhaps none of an arcane spellcaster’s mighty powers is
Alertness (Ex): Zakar grants its master Alertness as long as
so versatile, useful, or spectacular as the ability to change
it is within 5 feet.
into something else entirely. The master transmogrifist is a
Empathic Link (Su): Turial can communicate telepathically
sorcerer or wizard who has chosen to specialize in spells that
with his familiar at a distance of up to 1 mile. The master has
change his form. The polymorph spell and other shapechangthe same connection to an item or a place that the familiar
ing transmutations offer the master transmogrifist the ability
does.
to become a fearsome juggernaut of physical battle, a swiftShare Spells (Su): Turial may have any spell he casts on
flying traveler, or the perfect spy.
himself also affect his familiar if the latter is within 5 feet
Since a character must achieve a significant
at the time. He may also cast a
level of competence as an arcane spellcaster to
spell with a target of “You” on
qualify for this prestige class, virtually all who
his familiar.
choose this path are sorcerers or wizards. Of the
Guild Member: As a member
two, sorcerers are more often drawn to the sponof the Arcane Order, Turial gains
taneity and inventiveness offered by the polymorph
all the benefits of guild
spell and other spells like it.
membership, including a
NPC master transmogrifists delight in demplace to stay and eat for a
onstrating their prowess with their favorite shapes,
reduced rate, access to the
and are thus sometimes amenable to putting on a
order’s library, laboratory
show for powerful kings, wizards, or other
workspace, and access to the
transmogrifists.
group’s Spellpool.
Adaptation: The favored shape
Wizard Spells Prepared (caster
ability already provides structure
level 9th): 0—detect magic, mage
to this class, but one method to add
hand, message, prestidigitation; 1st—
more is to decide that a given
mage armor (already cast), magic missile,
transmogrifist must choose a
obscuring mist, ray of enfeeblement (+5 ranged
creature type, such as animal.
touch), shield; 2nd—blur, Melf’s acid arrow (2) (+5 ranged
A transmogrifist gains his enhanced shapechanging abilitouch), see invisibility, web (DC 16); 3rd—dispel magic, empowties only for shapes he takes of that creature type, though he
ered magic missile, fireball (DC 17), protection from energy;
can still take other shapes, too, depending on the spell he
4th—greater invisibility, orb of cold†, solid fog; 5th—teleport.
casts. He just doesn’t gain the advantages that accrue from
† New spell described on page 115.
this prestige class while in shapes not of his selected type.
Spellbook: as above plus 0—all others; 1st—protection
Hit Die: d4.
from evil, ray of enfeeblement, sleep; 2nd—invisibility; 3rd—fly,
protection from energy; 4th—enervation, ice storm; 5th—hold Requirements
monster.
To qualify to become a master transmogrifist, a character
Possessions: Ring of protection +1, quarterstaff, headband of
must fulfill all the following criteria.
intellect +2, cloak of resistance +2, divine scroll of augury, scroll
Alignment: Any nonlawful.
of fireball, scroll of hold monster, scroll of ice storm, scroll of
Skills: Bluff 2 ranks, Disguise 5 ranks.
teleport, Spellpool focus (garnet ring, 100 gp), spellbooks,
Feat: Eschew Materials.
spell component pouch, 11 pp.
Spells: Able to cast alter self and polymorph.
MASTER TRANSMOGRIFIST
+0
+1
+1
+1
+2
+2
+2
+3
+3
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+3
+4
+4
+5
+5
+6
+6
+7
CHAPTER 2
+1
+1
+2
+2
+3
+3
+4
+4
+5
Illus. by D. Kovacs
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Special
Extended change,
favored shape
Manifest senses
Battle mastery +2
Effortless change
Shapechanger
Battle mastery +4
Reflexive change
Manifest qualities
Battle mastery +6
Infinite variety
PRESTIGE
CLASSES
Table 2–14: The Master Transmogrifist
Base Attack Fort
Ref
Will
Level
Bonus
Save
Save
Save
1st
+0
+0
+0
+2
Spells per Day/Spells Known
—
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
—
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
—
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
—
51
620_17925_Chpt2.indd 51
9/15/04 2:59:43 PM
favored shapes, though because of the Hit Dice restriction,
he could become only a very young bronze dragon. A master
transmogrifist gains a number of advantages with his favored
shapes, as noted in the following class feature descriptions.
At every odd-numbered level beyond 1st, a master transmogrifist gains one additional favored shape. Thus, he has
four at 3rd level, five at 5th level, six at 7th level, and
seven at 9th level. Furthermore, once per
Class Features
master transmogrifist level beyond
All the following are class features
1st, a character can choose to
of the master transmogrifist
lose a previously chosen
prestige class.
favored shape and select a
Weapon and Armor
replacement.
Proficiency: Master transManifest Senses (Su): At
mogrifists gain no proficiency
2nd level and higher, a master
with any weapon or armor.
transmogrifist gains the senses of
Spells per Day/Spells
his favored shape when he assumes
Known: At each level indiits form. Senses include extraorcated on Table 2–14, a master
dinary special qualities such
transmogrifist gains new spells
as blindsense, blindsight, darkper day (and spells known,
vision, low-light vision, scent,
if applicable) as if he
and tremorsense.
had also gained a level
Battle Mastery (Ex): At 3rd
in an arcane spellcastlevel, a master transmogrifist
ing class to which he
gains a +2 competence
belonged before adding
bonus on all attack rolls
the prestige class level. He
he makes while in one of
does not, however, gain any
his favored shapes. This bonus
other benefit a character of
increases to +4 at 6th level and to +6 at
that class would have gained
9th level.
(such as the bonus feat someEffortless Change (Ex): At 4th
times gained by a wizard).
level, a master transmogrifist learns
If he had more than one
how to change his form
arcane spellcasting class
through a simple act of
before becoming a
will. He can choose to
master transmogriapply the benefits of the
fist, he must decide
Still Spell and Silent
to which class to add
Spell feats (even if he
each level for the
doesn’t have the feats) to
Mekkhier Saadren, a master transmogrifist any transmutation spell he casts to change
purpose of determining spells per
day and spells known.
into one of his favored shapes. This benefit
Extended Change (Ex): A master transmogrifist gains the
does not increase the spell’s level or casting time, or require
benefit of the Extend Spell feat on any transmutation spell he
any special preparation. Spells that can benefit from this
casts to change into one of his favored shapes (see below). This
ability include alter self, polymorph, polymorph any object, and
benefit does not increase the spell’s level or casting time, or
shapechange.
require any special preparation. Spells that can benefit from
Shapechanger (Ex): A master transmogrifist acquires the
this ability include alter self, polymorph, polymorph any object,
shapechanger subtype at 5th level. He also gains the ability
and shapechange.
to remain in an assumed form indefinitely when he casts
Favored Shape (Su): A master transmogrifist chooses
alter self. This works exactly like the alter self spell except
three favored shapes at 1st level. A favored shape is a specific
that the duration is permanent. In other words, a master
kind of creature whose form he can assume by means of the
transmogrifist can remain in the form he assumes as long
polymorph spell. He cannot choose a creature of his own type
as he wishes, until either he chooses to dismiss it or the alter
(humanoid, most likely) as a favored shape. For example, an
self effect is dispelled.
8th-level human sorcerer/1st-level master transmogrifist
Reflexive Change (Ex): At 7th level and higher, a master
might choose pegasus, umber hulk, and bronze dragon as his
transmogrifist has the ability to change into a favored shape
Illus. by T. Baxa
PRESTIGE
CLASSES
CHAPTER 2
Class Skills
The master transmogrifist’s class skills (and the key ability
for each skill) are Bluff (Cha), Concentration (Con), Craft
(Int), Disguise (Cha), Knowledge (arcana) (Int), Profession
(Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int
modifier.
52
620_17925_Chpt2.indd 52
9/15/04 2:59:47 PM
Mekkhier Saadren: Male human sorcerer 8/master transmogrifist 3; CR 11; Medium humanoid; HD 11d4+22; hp
51; Init +4; Spd 30 ft.; AC 16*, touch 12, flat-footed 16*; Base
Atk +5; Grp +4; Atk or Full Atk +4 melee (1d4–1/19–20,
dagger) or +5 ranged touch (by spell); SA battle mastery +2;
SQ extended shape, favored shape, manifest senses; AL CN;
SV Fort +5, Ref +3, Will +10; Str 8, Dex 10, Con 14, Int 12,
Wis 13, Cha 17.
CHAPTER 2
SAMPLE MASTER TRANSMOGRIFIST
*Includes +4 armor bonus from mage armor.
Skills and Feats: Bluff +17, Concentration +16, Diplomacy +5,
Disguise +14 (+16 to act in character), Intimidate +5, Spellcraft
+13; Eschew Materials, Improved Initiative, Silent Spell, Spell
Penetration, Still Spell.
Languages: Common, Draconic.
Battle Mastery (Ex): Mekkhier gains a +2 competence
bonus on all attack rolls he makes while in one of his favored
shapes (included in the statistics below).
Extended Change (Ex): Whenever Mekkhier assumes
one of his favored shapes (see below), the duration is doubled
as if affected by the Extend Spell feat.
Favored Shape (Su): Mekkhier has four favored shapes:
medusa, ochre jelly, umber hulk, and very young gold
dragon.
Medusa Form: As above, except Medium monstrous
humanoid; Init +6; AC 17, touch 14, flat-footed 15; Grp +5;
Atk or Full Atk +8 melee (1d4+1 plus poison, snakes); SV
Fort +4, Ref +5; Str 10, Dex 15, Con 12.
Poison (Ex): Injury, Fortitude DC 11, initial damage 1d6
Str, secondary damage 1d6 Str. The save DC is Constitution-based.
Ochre Jelly Form: As above, except Large ooze; Init
–1; Spd 10 ft., climb 10 ft.; AC 6, touch 6, flat-footed 6; Grp
+11; Atk or Full Atk +8 melee (2d4+3 plus 1d4 acid, slam);
Space/Reach 10 ft./5 ft.; SA acid, constrict 2d4+3 plus 1d4
acid, improved grab; SQ blindsight 60 ft.; SV Fort +9, Ref
–2; Str 15, Dex 1, Con 22.
Umber Hulk Form: As above, except Large aberration; Init +5; Spd 20 ft., burrow 20 ft.; AC 20, touch 12,
flat-footed 19; Grp +15; Atk +14 melee (2d4+7, claw); Full
Atk +14 melee (2d4+7, 2 claws) and +9 melee (2d8+4, bite);
Space/Reach 10 ft./10 ft.; SQ darkvision 60 ft., tremorsense
60 ft.; SV Fort +7, Ref +4; Str 23, Dex 13, Con 19.
Very Young Gold Dragon Form: As above, except
Large dragon (fire); Spd 60 ft., fly 200 ft. (poor), swim
60 ft.; AC 21, touch 11, flat-footed 21; Grp +14; Atk +13
melee (2d6+6, bite); Full Atk +13 melee (2d6+6, bite) and
+8 melee (1d8+3, 2 claws) and +8 melee (1d6+3, 2 wings)
and +8 melee (1d8+8, tail slap); Space/Reach 10 ft./5 ft.
(10 ft. with bite); SQ darkvision 120 ft., low-light vision
(four times normal), blindsense 60 ft.; SV Fort +6; Str 21,
Con 17.
Manifest Senses (Su): Mekkhier gains the senses of his
favored shape when he assumes its form (included in the
statistics above).
Sorcerer Spells Known (6/7/7/7/5/3 per day; caster level 10th):
0—arcane mark, dancing lights, detect magic, detect poison, disrupt
undead (+5 ranged touch), mage hand, ray of frost (+5 ranged
touch), read magic, touch of fatigue (+4 melee touch; DC 13);
1st—expeditious retreat, mage armor (already cast), magic missile, ray of enfeeblement (+5 ranged touch), shield; 2nd—alter
self, blur, bull’s strength, false life; 3rd—dispel magic, heroism,
vampiric touch (+4 melee touch); 4th—polymorph, stoneskin;
5th—baleful polymorph (DC 18).
PRESTIGE
CLASSES
via a transmutation spell in response to an opponent’s
action once per day. If he has an appropriate spell prepared
and chooses to use this ability, he can change form as an
immediate action (see page 86) in response to the action
of another creature. For example, a master transmogrifist
might turn into a dragon turtle to gain a high Armor Class
against an impending attack, or change into a red dragon to
gain immunity to the fire damage of an enemy’s fire storm
spell. The spell is expended as if the transmogrifist had cast
it normally, and he remains in his new form until either the
spell’s duration expires or he dismisses it. A transmogrifist
gives up his next action to make a reflexive change.
If a master transmogrifist is currently under the effect
of a shapechange spell he cast on himself, he can use his
reflexive change ability as often as he likes (although never
more than once per round). Each time he uses it, he loses
his next action.
Manifest Qualities (Ex): At 8th level and higher, a master
transmogrifist has all the extraordinary special qualities of
any favored shape he assumes. For example, he could change
into a troll to make use of the troll’s regeneration ability, or
take the form of a green hag to gain spell resistance 18.
Infinite Variety (Su): At 10th level, a master transmogrifist gains the ability to create completely imaginary forms
when he casts polymorph, polymorph any object, or shapechange
on himself. To create an imaginary form, he chooses one of
his favored shapes as a base form. He can then choose a single
aspect of a second monster whose form he could assume
using the spell he is casting and add it to the first creature.
His available options include the following.
• Replace the base form’s natural armor bonus with that of
the second form.
• Add the second form’s movement modes.
• Add one of the second form’s natural attack types (with
the appropriate reach), if the base form doesn’t have that
attack type already.
• Add an extraordinary special attack of the second form.
• Add an extraordinary special quality of the second form.
• Replace one of the base form’s physical ability scores, if
both the base form and the second form are the same size
category.
For example, if a young red dragon is the base form and a giant
octopus is the second, a master transmogrifist could add the
octopus’s eight tentacle rakes (damage 1d4 + Str bonus) to the
dragon’s available natural attacks.
53
620_17925_Chpt2.indd 53
9/15/04 2:59:53 PM
Possessions: Dagger, amulet of mighty fists +1, ring of protection
+2, wand of cat’s grace (33 charges), potion of cure serious wounds,
2 potions of barkskin (+3), scroll of greater invisibility, spell
component pouch, diamond dust (1,000 gp), 30 pp.
Illus. by R. Spencer
PRESTIGE
CLASSES
CHAPTER 2
MINDBENDER
its involuntary service or releasing it in the future. NPC
mindbenders therefore tend to be found in positions where
their enchantment abilities allow them to amass great wealth
and influence, ruling small towns or isolated keeps as the
power behind the throne, secret masters who brook no rival
in their domains.
Adaptation: The most straightforward adaptation of this
class is to make it psionic, barring it completely from being
taken by arcanists. In this case, eliminate the spellcasting
requirement, and replace it with “Psionics: Able to manifest
psionic powers, including at least one telepathy power of 3rd
level or higher.” Also, the Spells per Day column on the class
table becomes a Powers per Day column.
Hit Die: d4.
Mindbenders seek to control the thoughts and dreams of
others. From an early age, those destined to walk this path
learn little tricks of manipulation to get their way. Later,
they turn to spellcasting to enhance their already impressive
skills at bluffing, intimidating, and otherwise dealing with
people to their own advantage. Magic holds the promise of
complete mental domination, and the mindbender realizes
it spectacularly.
Spellcasters who take this prestige class give up a great Requirements
deal of their caster level advancement, but they instead
To qualify to become a mindbender, a character must fulfill
gain ever-greater abilities to alter and eventually command
all the following criteria.
the will of others. Anyone who is ready to sacrifice magic
Alignment: Any nongood.
for manipulation is a suitable candidate for this prestige
Skills: Bluff 4 ranks, Diplomacy 4 ranks,
class.
Intimidate 4 ranks, Sense Motive 4 ranks.
Mindbenders do not get on well with one another, as each
Spells: Able to cast charm person, use charm person as a
attempts to assert his control over the rest. It is not unknown
spell-like ability, or use the charm invocation.
for one mindbender to secretly control another—such
Spells or Spell-Like Abilities: Arcane caster level 5th.
is considered the perfect front. Possessing the power to
control others’ minds doesn’t ensure immunity to the same Class Skills
treatment.
The mindbender’s class skills (and the key ability for
Most NPC mindbenders are neutral or evil in alignment.
each skill) are Bluff (Cha), Concentration (Con), DiploUsing magic to enslave the will of others is rarely a good act,
macy (Cha), Intimidate (Cha), Knowledge (all skills, taken
especially if the mindbender has no intention of
ever compensating his thrall for
54
620_17925_Chpt2.indd 54
Kal Brandric, a mindbender, and his ogre slave
9/15/04 2:59:56 PM
individually) (Int), Profession (Wis), Sense Motive (Wis),
and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Ref
Save
+0
+0
Will
Save
+2
+3
3rd
4th
5th
6th
+1
+2
+2
+3
+3
+4
+4
+5
+1
+1
+1
+2
+3
+4
+4
+5
7th
8th
+3
+4
+5
+6
+2
+2
+5
+6
9th
10th
+4
+5
+6
+7
+3
+3
+6
+7
Special
Telepathy
Push the weak mind 1/day,
skill boost
Mindread 2/day
Eternal charm (1)
Push the weak mind 2/day
Enchantment spell power +2,
eternal charm (2)
Dominate, mindread 4/day
Eternal charm (3), push the
weak mind 3/day
—
Enchantment spell power +4,
eternal charm (4), thrall
CHAPTER 2
Table 2–15: The Mindbender
Base Attack Fort
Level
Bonus
Save
1st
+0
+2
2nd
+1
+3
PRESTIGE
CLASSES
Class Features
All the following are class features of the mindbender
prestige class.
Weapon and Armor Proficiency: Mindbenders gain no
proficiency with any weapon or armor.
Spells per Day/Spells Known: At each odd-numbered
level, a mindbender gains new spells per day (and spells
known, if applicable) as if he had also gained a level in an
arcane spellcasting class to which he belonged before adding
the prestige class level. He does not, however, gain any other
benefit a character of that class would have gained (such
as the bonus feat sometimes gained by a wizard). If he had
more than one arcane spellcasting class before becoming
a mindbender, he must decide to which class to add each
level for the purpose of determining spells per day and
spells known.
Telepathy (Su): A mindbender unlocks one of the most
basic elements of his mental craft at 1st level, gaining the
ability to communicate telepathically with any creature
within 100 feet that has a language.
Skill Boost (Ex): A mindbender is a consummate
student of manipulation, be it magical or mundane.
Beginning at 2nd level, he can add 1/2 his class level as a
competence bonus on Bluff, Diplomacy, Intimidate, and
Sense Motive checks.
Push the Weak Mind (Sp): At 2nd level and higher, a
mindbender can influence the actions of a living creature
of Large or smaller size once per day. This ability functions
like a suggestion spell, except that the range is 100 feet and
the duration is 5 hours plus 1 hour per class level. The mindbender can communicate the suggested course of action
telepathically if he chooses, which allows him to use the
effect regardless of the target’s language. A successful Will
save (DC 13 + primary spellcasting ability modifier) negates
the effect. (Primary spellcasting ability is Intelligence for
wizards, Charisma for sorcerers and warlocks, Wisdom for
clerics, and so forth.)
A mindbender can use this ability one additional time per
day per three class levels gained (two times per day at 5th and
three times per day at 8th).
Mindread (Sp): At 3rd level and higher, a mindbender
can read the surface thoughts of a living creature within 100
feet. This is a mind-affecting ability that requires a standard
action to use. The mindbender must be able to see the target;
a successful Will save (DC 12 + primary spellcasting ability
modifier) negates the effect. Creatures of animal intelligence
(Int 1 or 2) have only simple, instinctual thoughts.
Maintaining the effect requires concentration; the
maximum duration is 10 minutes. The ability can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt blocks it. This effect is
the equivalent of a 2nd-level spell.
A mindbender can use this ability two times per day at 3rd
level and four times per day at 7th level.
Eternal Charm (Sp): At 4th level and higher, a mindbender can charm any single Large or smaller living creature
within 100 feet (as charm monster) once per day. A successful
Will save (DC 14 + primary spellcasting ability modifier)
negates the effect. The duration is permanent; however, a
mindbender can have only one creature so charmed at any
given time. If he attempts to use this power on a creature
while he has another so charmed, the first charm is automatically broken (regardless of the success of the second
attempt). The effect is also broken if a mindbender or one
of his allies injures the target. Dispel magic has no effect on
an eternal charm, though break enchantment frees the victim
(treat the mindbender’s caster level as 5 + his class level for
this purpose).
At 6th level and higher, a mindbender can have up to
two creatures affected by this power at any given time; if
he attempts to charm a third, the previous victim under his
influence the longest is freed. At 8th level, he can control
up to three creatures with this ability, and at 10th level up
to four creatures.
Spells per Day/Spells Known
+1 level of existing arcane spellcasting class
—
+1 level of existing arcane spellcasting class
—
+1 level of existing arcane spellcasting class
—
+1 level of existing arcane spellcasting class
—
+1 level of existing arcane spellcasting class
—
55
620_17925_Chpt2.indd 55
9/15/04 3:00:02 PM
PRESTIGE
CLASSES
CHAPTER 2
Enchantment Spell Power (Ex): At 6th level and higher,
a mindbender casts more powerful enchantment spells: He
adds 2 to his caster level when casting any enchantment spell.
This increase improves to 4 at 10th level.
Dominate (Sp): At 7th level, a mindbender becomes able
to dominate any single living Large or smaller creature within
100 feet (as dominate monster) once per day. A successful Will
save (DC 19 + primary spellcasting ability modifier) negates
the effect. The duration is 24 hours.
Thrall (Su): At 10th level, a mindbender’s mental mastery
reaches its pinnacle. He can choose to make the duration of
his dominate ability (see above) permanent, but only on one
target at a time. If a mindbender chooses to dominate another
creature and make that effect permanent, the previous thrall
is freed from the effect.
SAMPLE MINDBENDER
Kal Brandric: Male halfling sorcerer 6/mindbender 4;
CR 10; Small humanoid; HD 10d4+10; hp 36; Init +2; Spd
20 ft.; AC 15, touch 13, flat-footed 13; Base Atk +5; Grp –1;
Atk or Full Atk +5 melee (1d6–2/×3, masterwork spear) or
+10 ranged (1d6–2/×3, masterwork spear); SA eternal charm,
push the weak mind 1/day; SQ halfling traits, mindread 2/day,
telepathy; AL N; SV Fort +5*, Ref +6*, Will +10*; Str 6, Dex 15,
Con 12, Int 14, Wis 10, Cha 19.
Skills and Feats: Bluff +17, Climb +0, Concentration +13,
Diplomacy +21, Disguise +7 (+9 to act in character), Hide +6,
Intimidate +15, Jump –6, Listen +2, Move Silently +4, Sense
Motive +10; Ability Focus (push the weak mind), Dodge, Spell
Focus (enchantment), Spell Penetration.
Languages: Common, Giant, Gnome, Halfling.
Eternal Charm (Sp): Kal can charm any single living Large
or smaller creature within 100 feet (as charm monster) once
per day. A DC 18 Will save negates the effect. The duration
is permanent. Kal can have only one creature so charmed at
any given time.
Currently, Kal has charmed an ogre named Bull (treat as
the ogre from page 199 of the Monster Manual). Bull carries
a potion of cure serious wounds.
Push the Weak Mind (Sp): Once per day, Kal can use
suggestion, as the spell, on a living Large or smaller creature
once per day within 100 feet. The duration is 9 hours. Kal can
communicate the suggested course of action telepathically if
he chooses, which allows him to use the effect regardless of
the target’s language. A DC 19 Will save negates the effect.
Halfling Traits: *Halflings have a +2 racial bonus on
saving throws against fear.
Mindread (Sp): Two times per day, Kal can read the surface
thoughts of a living creature within 100 feet. He must be able
to see the target; a DC 16 Will save negates the effect.
Telepathy (Su): Kal can communicate telepathically with
any creature within 100 feet that has a language.
Sorcerer Spells Known (6/7/7/6/4 per day; caster level
8th): 0—arcane mark, dancing lights, daze (DC 15), detect
magic, ghost sound (DC 14), mage hand, message, read magic;
1st—charm person (DC 16), disguise self, expeditious retreat,
grease (DC 15), magic missile; 2nd—bull’s strength, invisibility,
summon swarm; 3rd—hold person (DC 18), rage; 4th—confusion (DC 19).
Possessions: Bracers of armor +2, masterwork spear, cloak of
Charisma +2, circlet of persuasion, wand of bear’s endurance (17
charges), 95 pp.
SEEKER OF THE SONG
Beyond magic, beyond sound, beyond good or evil, lies music
so profound and powerful that even deities quake at its sound.
This primal music—of unknown origin and with no limit
to its power—is incomprehensible to the mortal ear. To
some who hear a fragment of this music, it becomes beauty
incarnate, and they devote their lives to its discovery. These
seekers wield the power of music in ways that amaze even
the most skilled bards.
United only by their quest, seekers of the song have
incredibly diverse goals and motivations. Some black-hearted
seekers know that this primal music is power, and they lust
after it in hopes of turning it against their many enemies.
Others search for the music to bring joy and peace. Most
have more moderate aspirations and seek the music because
it moves them. Regardless of their goals, seekers of the song
rarely work against one another—each hoping that another
seeker will uncover another piece of the primal music and
share it with the rest.
The song never leaves a seeker, and its power can have
strange effects on their souls. Some retire from society,
seeking the silence of distant monasteries or mountaintops
from which to better concentrate on the music they once
heard. Others remain unchanged to outward appearances,
yet the music remains in the back of their minds at all times.
Some talk to any who will listen about the importance and
beauty of the primal music, while others cannot seem to
fi nd the words to express what this music means to them
or to the world.
Every seeker of the song must have at least one bard level,
but beyond that, their stories and careers differ wildly.
Many begin their adventuring careers as bards, drawn to
music from their earliest days. Others come to the class
after adventuring as fighters, rogues, clerics, or members
of other classes for most of their careers, with little idea
that the primal music will become their chosen path.
Although at least a few seekers emerge from every class,
few wizards or sorcerers take up the pursuit; members
of these classes are more likely to devote themselves to
traditional spellcasting rather than the strange pull of
the primal music.
Adaptation: The seeker of the song prestige class
presents a powerful new set of bardic abilities, going far
beyond the basic bardic music ability presented in the
Player’s Handbook. Many campaigns can benefit from
exploring this facet of the game, but a DM might not want
56
620_17925_Chpt2.indd 56
9/15/04 3:00:05 PM
to introduce the idea of primal music into a campaign’s
cosmology. In this case, the seekers of the song might
become the disciples of a distant bardic college. The college is extreme in the eyes of other bards: They discard
the notion of bards as wanderers and gatherers of diverse
skills, and instead focus on music as a force of magic to
the exclusion of all else.
Hit Die: d6.
Class Features
All the following are class features of the seeker of the song
prestige class.
Weapon and Armor Proficiency: Seekers of the song
gain no proficiency with any weapon or armor.
Rapture of the Song (Su): A seeker of the song is so
in tune with the power of the primal music that she gains
special insight, physical fortitude, and resistance to magic
while in the throes of her song. A seeker gains a +2 insight
bonus to Armor Class whenever she uses her bardic music
ability, seeker music, or a similar ability.
At 4th level and higher, a seeker also gains a +2 insight
bonus on saving throws whenever she uses her bardic music
ability, seeker music, or a similar ability.
Table 2–16: The Seeker of the Song
Base
Attack
Fort
Ref
Level
Bonus
Save
Save
1st
+0
+0
+0
2nd
+1
+0
+0
3rd
+2
+1
+1
4th
+3
+1
+1
5th
+3
+1
+1
6th
+4
+2
+2
7th
+5
+2
+2
8th
+6
+2
+2
9th
+6
+3
+3
10th
+7
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Rapture of the song (+2 AC), seeker music
Combine songs
Rapture of the song (+2 saves)
Subvocalize
Rapture of the song (DR 2/–)
Rapture of the song ( freedom of movement)
CHAPTER 2
Class Skills
The seeker of the song’s class skills (and they key ability for
each skill) are Climb (Str), Concentration (Con), Craft (Int),
Diplomacy (Cha), Jump (Str), Knowledge (arcana) (Int), Listen
(Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense
Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.
PRESTIGE
CLASSES
Requirements
To qualify to become a seeker of the song, a character must
fulfill all the following criteria.
Skills: Knowledge (arcana) 13 ranks, Perform (any one)
13 ranks.
Feat: Skill Focus (Perform [any one]).
Special: Bardic music ability.
Special: Must have been exposed to the primal music
by hearing another seeker of the song use a seeker music
ability.
At 7th level and higher, a seeker also gains damage reduction 2/— whenever she uses her bardic music ability, seeker
music, or a similar ability.
At 10th level, a seeker gains these abilities and also acts
as though affected by a freedom of movement spell whenever
she uses her bardic music ability, seeker music, or a similar
ability.
Seeker Music: A seeker of the song can use music or poetics to produce magical effects. Seeker music follows the same
rules as bardic music (see page 29 of the Player’s Handbook).
Each use of seeker music costs one daily use of bardic music
to activate. Seeker of the song levels stack with bard levels
for purposes of determining how many daily uses of bardic
music and seeker music the character has.
Some seeker music effects include a secondary effect,
called a refrain. In any round when a seeker concentrates
on a seeker music effect and expends another use of bardic
music, she can activate the refrain associated with that seeker
music effect. Using a refrain is a swift action (see page 86)
that does not provoke attacks of opportunity. The original
effects of the song do not end; the seeker can maintain the
song and activate the refrain simultaneously.
Burning Melody (Su): A seeker of the song with 14 or more
ranks in a Perform skill can gather a glimmer of the power
of the primal music and gain some control over fire through
this music. While a seeker sings this song, she and all of her
allies within 30 feet who can hear her gain resistance to fire
15. An ally benefits from this effect for as long as it can hear
the seeker sing.
Burning Melody, Refrain: When she uses the refrain with her
burning melody, a seeker shoots a 30-foot cone of fire from
her fingertips. The cone deals 6d6 points of fire damage to
creatures in its area. A successful Reflex save (DC 10 + the
seeker’s ranks in the Perform skill) halves the damage.
Song of Unmaking (Su): At 2nd level and higher, a seeker with
15 or more ranks in a Perform skill can turn a fragment of
the primal music’s power against constructs. She can expend
a use of bardic music and make a Perform check to deal 1d8
points of damage per seeker level to all constructs within a
30-foot burst of the seeker (no save).
Dirge of Frozen Loss (Su): A seeker of the song of 3rd level or
higher with 16 or more ranks in a Perform skill can gather
Seeker Music
Burning melody
Song of unmaking
Dirge of frozen loss
Song of life
Anthem of thunder and pain
Hymn of spelldeath
Ballad of agony reborn
Aria of everywhere
Dirge of songdeath
Hymn of revealing
57
620_17925_Chpt2.indd 57
9/15/04 3:00:07 PM
Illus. by G. Kubic
PRESTIGE
CLASSES
CHAPTER 2
the power of the primal music to gain control over cold
to arc to additional foes, all of whom must be within 20 feet
energy through this music. While a seeker sings this song,
of the fi rst creature struck. Each secondary ray requires
she and all of her allies within 30 feet who can hear her gain
another ranged touch attack to hit and deals half as much
resistance to cold 15. An ally benefits from this effect for as
damage as the initial ray. A seeker can create one secondary
long as it can hear the seeker sing.
ray for every three seeker class levels (one when the song
Dirge of Frozen Loss, Refrain: When she uses the refrain
becomes available at 5th level, two at 6th level, and three
at 9th level). No creature can be affected by more than one
with her dirge of frozen loss, a seeker shoots a 60-foot line
arc in a single round.
of cold energy from her fingertips. The line deals 10d6
points of cold damage to any creature it hits and causes any
Hymn of Spelldeath (Su): A seeker of the song of 6th
creature damaged by it to become fatigued. A successful
level or higher with 19 or more
Fortitude save (DC 10 + the seeker’s ranks in the
ranks in a Perform skill can
Perform skill) halves the damage and negates
turn the power of the primal
the fatigue.
music against magic effects.
Song of Life (Su): A seeker of the song of
Any creature that can hear
4th level or higher with 17 or more ranks
the seeker perform must
in a Perform skill can use fragments of
make a Concentration check
the primal music to protect and heal
opposed by the seeker’s Perform
her allies. While a seeker sings
check in order to cast a spell. If the
this song, she and all of her
Concentration check fails, the spell
allies within 30 feet who can
is lost and has no effect. If the Conhear her gain immunity to
centration check succeeds, the
poison and disease. An ally
spell is cast as normal. A hymn
benefits from this effect
of spelldeath is a mind-affecting
for as long as it can hear
ability.
the seeker sing.
Hymn of Spelldeath, Refrain:
Song of Life, Refrain: When
When she uses the refrain with
she uses the refrain with her
her hymn of spelldeath, a seeker
dirge of frozen loss, a seeker
can attempt to dispel magic. This
can make a Perform check
ability works just like the area verto heal a living creature
sion of dispel magic, except the effect is
of an amount of hit
centered on the seeker. At her option,
point damage equal to
a seeker can exclude herself and her
the check result (up to
allies from this effect, but the effect
the creature’s full normal
must still be centered on her. The
hit point total). She must touch the
seeker makes a level check just as if
affected ally to use this ability. The
she were a spellcaster using the dispel
touch is a standard action, although
magic spell, using the total of her bard
activating the refrain is still a swift
levels and seeker of the song levels as
action. The refrain has no effect on
her modifier for the check.
undead or nonliving creatures.
Ballad of Agony Reborn (Su): A
Anthem of Thunder and Pain (Su): A seeker
seeker of the song of 7th level or
Maralea Duskwood, a seeker of the song
of the song of 5th level or higher with 18
higher with 20 or more ranks in a
or more ranks in a Perform skill can gather the power of the
Perform skill can gather the power of the primal music to
primal music and gain some control over electrical energy
gain control over acid energy through this music. While
through this music. While a seeker sings this song, she and all
a seeker sings this song, she and all of her allies within
of her allies within 30 feet who can hear her gain resistance
30 feet who can hear her gain resistance to acid 15. An
to electricity 15. An ally benefits from this effect for as long
ally benefits from this effect for as long as it can hear the
as it can hear the seeker sing.
seeker sing.
Anthem of Thunder and Pain, Refrain: When she uses the
Ballad of Agony Reborn, Refrain: When she uses the refrain
refrain with her anthem of thunder and pain, a seeker
with her ballad of agony reborn, a seeker shoots a ray of
shoots a ray of electricity from her fi ngertips. The ray has
acid from her fi ngertips. The ray has a range of 60 feet and
a range of 20 feet and requires a ranged touch attack to
requires a ranged touch attack to hit. The ray deals 10d6
hit. The ray deals 10d6 points of electricity damage to a
points of acid damage to a creature it hits, and another 10d6
creature it hits. The seeker can then cause the electricity
points of acid damage 1 round later.
58
620_17925_Chpt2.indd 58
9/15/04 3:00:09 PM
CHAPTER 2
PRESTIGE
CLASSES
swift action (see page 86). A seeker can use this ability only
Aria of Everywhere (Sp): A seeker of the song of 8th level
if he already has one (and only one) bardic music or seeker
or higher with 21 or more ranks in a Perform skill can
music ability already active. A seeker can use this ability in
pull the power of the primal music into herself and move
short distances instantaneously. She can expend a use of
conjunction with the combine songs ability to start a second
bardic music or seeker music to instantly transport herself
song and then maintain both as a standard action each round
to any other spot within 25 feet + 5 feet/level. This ability
(as per the combine songs ability).
otherwise functions as the dimension door spell, except that
the seeker can’t bring along additional creatures with this Ex-Seekers of the Song
ability.
Like a member of any other prestige class, a seeker of the song
Dirge of Songdeath (Su): A seeker of the song of 9th level or
can take levels in other classes after entering the seeker of the
higher with 22 or more ranks in a Perform skill can gather
song class, but seekers of the song face a special restriction.
the power of the primal music to gain control over sonic
A seeker of the song who gains a level in any other class after
energy through this music. While a seeker sings this song,
having gained his first seeker level can never again raise her
she and all of her allies within 30 feet who can hear her gain
seeker of the song level, though she retains the seeker abiliresistance to sonic 15. An ally benefits from this effect for as
ties she has already earned. The path of the seeker demands
long as it can hear the seeker sing.
constant attention and devotion. If a character adopts this
In addition, as long as the seeker is singing a dirge of
prestige class, she must pursue it to the exclusion of all
songdeath, other creatures within 30 feet cannot easily use
other careers. Once she has turned from the path, she can
bardic music, seeker music, or similar abilities. To use such
never return.
an ability, a creature within the area must make a Perform
check opposed by the seeker’s Perform check. If the check SAMPLE SEEKER OF THE SONG
is successful, the creature can use the ability as desired. If
Maralea Duskwood: Female half-elf bard 10/seeker of the
the check fails, the ability has no effect, but a daily use of the
song 2; CR 12; Medium humanoid (elf); HD 12d6+12; hp 56;
music ability must be expended normally.
Init +5; Spd 30 ft.; AC 19, touch 13, flat-footed 18; Base Atk
Dirge of Songdeath, Refrain: When she uses the refrain with
+8; Grp +7; Atk +8 melee (1d6/18–20, +1 cold iron rapier) or +9
her hymn of spelldeath, a seeker shoots a ray of sonic energy
ranged touch (wand); Full Atk +8/+3 melee (1d6/18–20, +1
from her fingertips. The ray has a range of 60 feet and requires
cold iron rapier) or +9 ranged touch (wand); SA seeker music
a ranged touch attack to hit. The ray deals 15d6 points of sonic
(burning melody, song of unmaking); SQ bardic knowledge
damage to a creature it hits.
10, bardic music 12/day (countersong, fascinate, inspire comNote of Solitude (Su): Upon reaching 10th level, a seeker
petence, inspire courage +2, inspire greatness, suggestion),
of the song with 23 or more ranks in a Perform skill can
combine songs, half-elf traits, low-light vision, rapture of the
use the power of the primal music to temporarily sever
song; AL N; SV Fort +6, Ref +8, Will +12; Str 8, Dex 13, Con
some creatures’ tie with other planes. Extraplanar creatures
12, Int 10, Wis 14, Cha 20.
within 60 feet of a seeker who activates this ability must
Skills and Feats: Concentration +16, Diplomacy +22, Gather
make a Will saving throw (DC 10 + the seeker’s ranks in
Information +7, Knowledge (arcana) +13, Listen +18, Perform
the Perform skill). Creatures affected by this ability get a
(sing) +23, Search +1, Spot +3, Use Magic Device +18; Great
bonus on this saving throw equal to their Hit Dice. Any
Fortitude, Improved Initiative, Point Blank Shot, Precise
creature that fails this saving throw is instantly sent to its
Shot, Skill Focus (Perform [sing]).
home plane. Unlike other musical abilities and affects, a
Languages: Common, Elven.
note of solitude has a duration of instantaneous and cannot
Seeker Music: Maralea can spend a daily use of bardic
be maintained, though the seeker can activate it again on
music to activate a special seeker music effect. While the
subsequent rounds by spending additional uses of bardic
effect is active, she can spend another daily use to activate
music or seeker music.
the song’s refrain, if any, as a swift action.
Combine Songs (Ex): A seeker of the song of 2nd level
Burning Melody (Su): While Maralea sings this song, she
or higher can combine two types of bardic music or seeker
and all of her allies within 30 feet who can hear her gain
music to provide the benefits of both. The seeker chooses
resistance to fire 15. An ally benefits from this effect for as
two music abilities and activates both using the same
long as it can hear Maralea sing.
standard action. If either or both require concentration,
Burning Melody, Refrain: When she uses the refrain with her
the seeker can maintain concentration on both by using
burning melody, Maralea shoots a 30-foot cone of fire from
one standard action each round to concentrate. The normal
her fingertips. The cone deals 6d6 points of fire damage to
stacking rules for bonus types apply to music abilities
creatures in its area (Reflex DC 33 half).
combined with this ability.
Song of Unmaking (Su): When she activates this effect,
Subvocalize (Ex): At 5th level and higher, a seeker of the
Maralea can make a Perform check to deal 2d8 points of
song can begin a new bardic music or seeker music song as a
damage to all constructs within a 30-foot burst (no save).
59
620_17925_Chpt2.indd 59
9/15/04 3:00:13 PM
PRESTIGE
CLASSES
CHAPTER 2
Combine Songs (Ex): Maralea can activate two bardic
music or seeker music abilities using the same standard
action. If either or both require concentration, Maralea can
maintain concentration on both by using one standard action
each round to concentrate.
Countersong (Su): Use music or poetics to counter
magical effects that depend on sound.
Fascinate (Sp): Use music or poetics to cause one or more
creatures to become fascinated with her.
Half-Elf Traits: Half-elves have immunity to magic sleep
effects. For all effects related to race, a half-elf is considered
an elf.
Inspire Competence (Su): Use music or poetics to help
an ally succeed at a task.
Inspire Courage (Su): Use music or poetics to bolster
her allies against fear and improve their combat abilities.
Rapture of the Song (Su): Maralea gains a +2 insight
bonus to Armor Class whenever she is using bardic music,
seeker music, or a similar ability.
Suggestion (Sp): Use music or poetics to make a suggestion
(as the spell) to a creature that she has already fascinated.
Bard Spells Known (3/5/4/3/1 per day; caster level 10th):
0—dancing lights, detect magic, ghost sound (DC 15), mage hand,
message, read magic; 1st—disguise self, remove fear, Tasha’s hideous
laughter (DC 16), unseen servant; 2nd—cat’s grace, mirror image,
sound burst (DC 17), tongues; 3rd—confusion (DC 18), cure
serious wounds, haste, see invisibility; 4th—freedom of movement,
greater invisibility.
Possessions: +2 chain shirt, +2 ring of protection, cloak of Charisma +2, +1 cold iron rapier, wand of scorching ray (20 charges),
wand of ray of enfeeblement (25 charges), wand of searing light (10
charges), scroll of cure critical wounds, potion of bear’s endurance,
27 pp.
SUBLIME CHORD
of their training as bards, a small number of sorcerers and
wizards are drawn to this class, enticed by the notion of an
ultimate truth linking the power of song and the power
of magic.
Sublime chords are often drawn to colleges, universities,
and other gatherings of learned folk. In some places, such
as the Starry Lyceum in the city of Osterhaven, they gather
in small circles of musical scholars. The Starry Lyceum is
dedicated to the pursuit and preservation of knowledge,
and its members are known for their efforts to recover
lost secrets and prevent the fading of ancient songs and
star-taught wisdom. Ostensibly neutral in the affairs of
the world, the sublime chords of the Lyceum make their
learning and lore available to all who seek it—a policy that
often runs counter to those who would seek to govern or
dominate other people by fostering ignorance.
NPC sublime chords are encountered in much the same
variety of adventures and roles in which one fi nds NPC
bards. They blur the line between bard and wizard, and are
often mistaken for mages who wield mysterious song-based
magic. As scholars without peer, NPC sublime chords are
especially interested in recovering lost lore and exploring
arcane mysteries, and they often join adventuring parties
with similar interests.
Adaptation: The Starry Lyceum can serve as the focal
point for the inclusion of this prestige class. However, this
organization is more than a group; it is really a way of life.
Its members are scholars, bards, and mages in search of
fundamental truth and dedicated to the preservation of
knowledge. In your campaign, you can easily substitute
any similar college for the Starry Lyceum. For example,
in the FORGOTTEN R EALMS ® setting, the scribes of Candlekeep or the Vault of Sages in Silverymoon would serve
quite well in place of the Lyceum for any sublime chord
characters.
Hit Die: d6.
Music is not just a pleasant sound; it is also the expression
of mathematical relationships fraught with significance. A Requirements
member of the sublime chord prestige class sees music, even
To qualify to become a sublime chord, a character must fulfill
the powerful music of a skilled bard, as nothing more than
all the following criteria.
a stepping-stone to true universal insight into the legendSkills: Knowledge (arcana) 13 ranks, Listen 13 ranks,
ary song of creation heard at the dawn of time. Music and
Perform (any) 10 ranks, Profession (astrologer) 6 ranks,
magic are actually one and the same, and an astute student
Spellcraft 6 ranks.
who unravels the riddles of meter and pitch simultaneously
Spells: Able to cast 3rd-level arcane spells.
reveals hidden secrets of great power.
Special: Bardic music ability.
All sublime chords must have some foundation in the
bard’s art, since bardic music is the first step in master- Class Skills
ing the power of the First Song. However, music is only
The sublime chord’s class skills (and the key ability for
one tool for understanding the infinite; a sublime chord
each skill) are Concentration (Con), Craft (Int), Decipher
must also study mathematics and the precise movements
Script (Int), Diplomacy (Cha), Knowledge (all skills, taken
of the stars and planets in which the music of the spheres
individually) (Int), Listen (Wis), Perform (Cha), Profession
is evident. In exchange for abandoning her continuing
(Wis), Search (Int), Speak Language (n/a), Spellcraft (Int),
study of bardic music, a sublime chord instead masters a
and Spot (Wis).
number of spells far more powerful than most bards can
Skill Points at Each Level: 4 + Int modifier.
ever use. While most sublime chords receive the majority
60
620_17925_Chpt2.indd 60
9/15/04 3:00:15 PM
Class Features
All the following are class features of the sublime chord
prestige class.
Weapon and Armor Proficiency: Sublime chords gain
no proficiency with any weapon or armor.
As with bard spells, the somatic components for a sublime
chord’s spells do not incur an arcane spell failure chance as
normal for arcane spells if the sublime chord is wearing light
armor.
9th
—
—
—
—
—
—
—
—
1
2
Spells per Day: A sublime chord has the ability to cast a
small number of arcane spells, all of 4th level or higher. To
cast a sublime chord spell, a character must have a Charisma
score of at least 10 + the spell’s level, so if she has a Charisma
of 13 or lower, she cannot cast any sublime chord spells.
Bonus spells are based on Charisma, and saving throws
against these spells have a DC of 10 + spell level + the
sublime chord’s Cha modifier. A sublime chord can choose
spells from the sorcerer/wizard spell list or the bard spell
list; if a spell appears on both lists at different levels, she
uses the bard version of the spell. A sublime chord’s caster
level for both her sublime chord spells and the spells she
gains from other arcane spellcasting classes is determined
by adding her sublime chord level to her level in another
arcane spellcasting class. If she had more than one arcane
spellcasting class before becoming a sublime chord, she must
choose to which class to add her sublime chord levels for the
purpose of determining her sublime chord spellcaster level.
A sublime chord prepares and casts spells just as a sorcerer
Table 2–18: The Sublime Chord
Base
Attack
Fort
Ref
Level
Bonus
Save
Save
1st
+0
+0
+0
2nd
+1
+0
+0
3rd
+1
+1
+1
4th
+2
+1
+1
5th
+2
+1
+1
6th
+3
+2
+2
7th
+3
+2
+2
8th
+4
+2
+2
9th
+4
+3
+3
10th
+5
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Perform Check Result
9 or lower
10 to 19
20 to 29
30 or higher
CHAPTER 2
8th
—
—
—
—
—
—
1
2
2
3
PRESTIGE
CLASSES
Table 2–17: Sublime Chord Spells Known
Spells Known
Level
4th
5th
6th
7th
1st
3
1
—
—
2nd
4
2
—
—
3rd
4
2
1
—
4th
4
3
2
—
5th
4
3
2
1
6th
4
4
3
2
7th
4
4
3
2
8th
4
4
4
3
9th
4
4
4
3
10th
4
4
4
4
does, including the ability to replace a known sublime chord
spell with a new spell at every even-numbered class level
beginning at 4th.
Bardic Knowledge: A sublime chord continues to collect the odd bits of lore and knowledge that bards acquire.
She can add her sublime chord class level to her bardic
knowledge checks, so her bardic knowledge checks have
a bonus equal to her bard level + her sublime chord level +
her Int modifier.
Bardic Music: A sublime chord expands her repertoire of
bardic music to encompass new songs or poetics of strange
and wondrous power. These effects function just as the bardic
music effects described in the Player’s Handbook. Each use of
a sublime chord song expends one daily use of the character’s
bardic music ability.
A sublime chord adds one-half her class level (rounded
down) to her bard level to determine her number of daily
uses of bardic music.
Song of Arcane Power (Su): A sublime chord of 2nd level or
higher with 12 or more ranks in a Perform skill learns how
to use her bardic music to assist her spellcasting. As a move
action, she can prepare to cast a spell by giving voice to the
song of power. The next spell she casts gains a bonus to its
caster level based on the result of the sublime chord’s Perform
check:
Caster Level Increase
+0
+1
+2
+4
The spell to be enhanced by the song of arcane power must
be cast by the end of the sublime chord’s next turn, or else
the song fades with no effect (other than consuming a bardic
music use).
Song of Timelessness (Su): A sublime chord of 6th level or
higher with 16 or more ranks in a Perform skill knows the
song of timelessness. As a standard action, she can envelop
a single creature within 60 feet in a field of timelessness,
provided she has line of effect to the target (see page 176 of
the Player’s Handbook). The subject is entitled to a Will save
Special
Bardic lore, bardic music
Song of arcane power
—
—
—
Song of timelessness
—
—
—
Song of cosmic fire
4th
2
2
3
3
3
4
4
4
4
5
5th
1
2
2
3
3
3
4
4
4
4
Spells per Day
6th
7th
—
—
—
—
1
—
2
—
2
1
3
2
3
2
3
3
4
3
4
3
8th
—
—
—
—
—
—
1
2
2
3
9th
—
—
—
—
—
—
—
—
1
2
61
620_17925_Chpt2.indd 61
9/15/04 3:00:56 PM
Illus. by G. Kubic
PRESTIGE
CLASSES
CHAPTER 2
+6*, Ref +9*, Will +11*; Str 6, Dex 14, Con 12, Int 13, Wis
12, Cha 20.
Skills and Feats: Concentration +16, Decipher Script +6,
Diplomacy +13, Jump +3, Knowledge (arcana) +14, Listen +18,
Perform (sing) +22, Profession (astrologer) +7, Sense Motive
+8, Spellcraft +9 (+11 to decipher spells on scrolls), Use Magic
Device +18 (+22 when using scrolls); Dodge, Great Fortitude,
Scribe Scroll, Spell Focus (enchantment),
Weapon Finesse.
Languages: Common,
Gnome, Sylvan.
Spell-Like Abilities: 1/day—dancing
lights, ghost sound (DC
15), prestidigitation,
speak with animals
(burrowing mammal only, duration
1 minute).
Countersong
(Su): Use music or
poetics to counter
magical effects that
depend on sound.
Fascinate (Sp):
Use music or poetics to cause one or more
creatures to become fascinated with Faerjan.
Gnome Traits:
Gnomes have a +1 racial bonus on attack
rolls against kobolds
and goblinoids. Gnomes
have a +4 racial bonus
to Armor Class against
giants.
*Gnomes have a +2 racial bonus on saving throws
against illusions.
Inspire Competence (Su):
Use music or poetics to help an
ally succeed at a task.
SAMPLE SUBLIME
Inspire Courage (Su): Use music
Faerjan Laughingsong Skoras,
CHORD
or poetics to bolster Faerjan’s allies against
a sublime chord
Faerjan Laughingsong Skoras: Female
fear and improve their combat abilities.
gnome bard 10/sublime chord 2; CR 12; Small humanoid;
Inspire Greatness (Su): Use music or poetics to inspire
HD 12d6+12; hp 55; Init +2; Spd 30 ft.; AC 20, touch 14, flatgreatness in Faerjan or an ally, granting the target extra fightfooted 18; Base Atk +8; Grp +2; Atk +12 melee (1d4–1/19–20,
ing capability.
+1 short sword); Full Atk +12/+7 melee (1d4–1/19–20, +1 short
Song of Arcane Power (Su): Use music or poetics to assword); SA spell-like abilities; SQ bardic knowledge 13, bardic
sist her spellcasting. As a move action, Faerjan can activate
music 11/day (countersong, fascinate, inspire competence,
this song, and the next spell she casts gains a bonus to its
inspire courage +2, inspire greatness, song of arcane power,
caster level, based on the result of her Perform check (see
suggestion), gnome traits, low-light vision; AL N; SV Fort
the sublime chord class description for details). The spell to
(DC 10 + sublime chord level + Cha modifier) to negate the
effect.
If the subject fails its save, it is frozen in a shimmering
aura of timelessness and can take no actions. However, no
force can affect it—weapons cannot reach it, spells that
target it automatically fail, and if the ground it is standing
on is somehow taken away, it would not even begin to fall.
A sublime chord can keep her target frozen in time for as
long as she maintains the power by continuing to perform,
up to a maximum of 1 minute per level.
When she stops performing, the
subject immediately returns to
normal. As far as the creature
is concerned, no time seems
to have passed.
Song of Cosmic Fire (Su): A
10th-level sublime chord
with 20 or more ranks in
a Perform skill learns
the song of cosmic
fire. Using this ability costs a sublime
chord two of her
daily uses of bardic
music. The song of
cosmic fire creates a
20-foot-radius spread
of fire anywhere
within 100 feet of
the sublime chord
(provided she has
line of effect to the
fire’s point of origin).
Creatures in the area
take damage equal
to the sublime chord’s
Perform check result.
All affected creatures
are entitled to a Reflex
save (DC 10 + sublime
chord level + Cha modifier) for half damage.
62
620_17925_Chpt2.indd 62
9/15/04 3:00:59 PM
CHAPTER 2
Illus. by W. O’Connor
SUEL
ARCANAMACH
as defend the wizards of their own families. In hundreds of
secret duels of spell and steel, arcanamachs practiced their
arts against others of their kind, learning their skills from
hidden arcanamach academies.
While the Suel Empire is long dead, the tradition of the
arcanamach still survives in a rare set of magical tomes:
the Grimoire Arcanamacha. No academies for these warriorwizards remain, but a skilled swordsman who studies from
the Grimoire Arcanamacha—or who learns from a master
who has studied the Grimoire—can unlock many secrets
of stealth, alertness, mental fortitude, and combative
spellcasting.
While the arcanamachs formerly
existed as elite guards and agents
for powerful wizards, those who
follow the tradition in the
modern day retain no special
allegiance to other arcanists.
Suel arcanamach NPCs are
spies and assassins, secretive individuals who excel
at using stealth, spells, and
swordplay to achieve their goals.
Some are dedicated mage-slayers who make
a career out of destroying other spellcasters.
Adaptation: The notion of an elite order of
warrior-mages is not restricted to the Greyhawk
setting. You can easily adapt the arcanamach
to your own campaign, even if you do not
play in Greyhawk. In the FORGOTTEN R EALMS
setting, the arcanamach can be a student of
the elite warrior traditions of the Empire of
Netheril, the Imaskari Empire, or even the
realms of Jhaamdath or Mulhorand. Simply
change the language requirement to an
appropriate dead language for the empire
in question (Loross, Roushoum, Thorass, or
Mulhorandi), and the class should work
well with no further modification.
Hit Die: d8.
PRESTIGE
CLASSES
be enhanced must be cast by the end of Faerjan’s next turn,
or the song of arcane power fades with no effect (other than
consuming a use of bardic music for the day).
Suggestion (Sp): Use music or poetics to make a suggestion (as the spell) to a creature that Faerjan has already
fascinated.
Bard Spells Known (3/5/4/3/1 per day; caster level 12th):
0—dancing lights, detect magic, ghost sound (DC 15), lullaby
(DC 16), mage hand, read magic; 1st—
cure light wounds, expeditious retreat,
Tasha’s hideous laughter (DC 17),
undetectable alignment; 2nd—blur,
glitterdust (DC 17), hold person (DC
18), invisibility; 3rd—charm monster
(DC 19), haste, sculpt sound, summon
monster III; 4th—dimension door,
neutralize poison.
Sublime Chord Spells Known (3/3 per
day; caster level 12th): 4th—bestow curse
(DC 19), cure critical wounds, greater invisibility, solid fog; 5th—hold monster (DC 21),
mind fog (DC 21).
Possessions: +2 mithral shirt, +1 short
sword, cloak of Charisma +2, boots of striding
and springing, ring of protection +1, divine
scroll of heal, scroll of neutralize poison,
scroll of teleport, wand of cure moderate
wounds (25 charges), wand of magic missile
(3rd level; 20 charges), 23 pp.
The ancient Suel Empire was
known for the great and terrible power wielded by its mighty
archmages. Suloise sorcerers delved
deep into arcane lore that other folk
avoided, unearthing many dark and
dangerous secrets in the process.
The Suel Empire was ruled by
noble families headed by mages
Requirements
of unsurpassed power, and the
To qualify to become a Suel arcanamach, a charcountless rivalries and vendettas
acter must fulfill all the following criteria.
Cahlo Sheebrehl,
between these families led to the rise of an a Suel arcanamach
Base Attack Bonus: +6.
elite school of combat training: the way of the
Skills: Concentration 4 ranks, Jump 4 ranks,
arcanamach. Conditioned for loyalty, determination, and
Spellcraft 5 ranks, Tumble 4 ranks.
absolute obedience, arcanamachs were skillful warriors who
Feats: Combat Casting, Iron Will.
studied arcane magic for the express purpose of learning
Language: Ancient Suloise.
how to slay powerful wizards.
Special: Must be proficient with at least four martial or
In the days of the Suel Empire, the arcanamachs were
exotic weapons.
guards for their archmage masters, serving the greatest Suel
Special: Must read the Grimoire Arcanamacha, or study with
wizards with sword and spell. They were also assassins and
a willing instructor who has done so. Reading the Grimoire
spies trained to slay powerful wizards of rival families, as well
requires one full week of uninterrupted study, and the ability
63
620_17925_Chpt2.indd 63
9/15/04 3:01:03 PM
PRESTIGE
CLASSES
CHAPTER 2
to read Ancient Suloise. Learning from a willing instructor
requires four weeks of training.
Class Skills
The Suel arcanamach’s class skills (and the key ability for each
skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft
(Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump
(Str), Knowledge (arcana) (Int), Knowledge (history) (Int),
Knowledge (the planes) (Int), Listen (Wis), Move Silently
(Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot
(Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are class features of the Suel arcanamach
prestige class.
Weapon and Armor Proficiency: Suel arcanamachs gain
no proficiency with any weapon or armor. Armor of any type
interferes with an arcanamach’s movements, which can cause
spells with somatic components to fail (but see Ignore Spell
Failure Chance, below).
Table 2–19: Suel Arcanamach Spells Known
Spells Known
Level
1st
2nd
3rd
4th
5th
1st
1
—
—
—
—
2nd
2
1*
—
—
—
3rd
2
2
—
—
—
4th
2
2
1*
—
—
5th
3
2
2
—
—
6th
3
3
2
1*
—
7th
3
3
2
2
—
8th
4
3
3
2
1*
9th
4
4
3
2
2
10th
4
4
3
3
2
*Provided the arcanamach has a high enough Charisma
score to have a bonus spell of this level.
Spells per Day: A Suel arcanamach has the ability to cast
a small number of arcane spells. To cast a Suel arcanamach
spell, he must have a Charisma score of at least 10 + the spell’s
level, so if he has a Charisma of 10 or lower, he cannot cast
Table 2–20: The Suel Arcanamach
Base
Attack
Fort
Ref Will
Level Bonus
Save
Save Save
1st
+0
+0
+2
+2
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
+1
+2
+3
+3
+4
+5
+6
+6
+7
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+3
+4
+4
+5
+5
+6
+6
+7
+3
+3
+4
+4
+5
+5
+6
+6
+7
these spells. Bonus spells are based on Charisma, and saving
throws against these spells have a DC of 10 + spell level + his
Cha modifier. When he gets 0 spells per day of a given level
(for instance, 1st-level spells for 1st level), he gains only the
bonus spells he would be entitled to based on his Charisma
score for that spell level. He has access to any spell of the
abjuration, divination, illusion, and transmutation schools
on the sorcerer/wizard spell list. He casts spells just as a
sorcerer does, including the ability to replace a known Suel
arcanamach spell with a new spell at every even-numbered
class level beginning at 4th.
Ignore Spell Failure Chance (Ex): A Suel arcanamach’s
practice at merging spellcasting and swordplay results in a
reduction in the arcane spell failure chance associated with
using armor or shields. This reduction starts at 5% at 1st
level and increases by 5% every three levels thereafter. The
arcanamach subtracts the given percentage value from his
total spell failure chance, if any. For example, a 1st-level arcanamach wearing a mithral shirt has a spell failure chance
of 5%, not 10%. This ability only functions when the character casts a Suel arcanamach spell.
Tenacious Spells (Ex): An arcanamach’s Suel arcanamach
spells are particularly difficult to dispel; add 6 to the DC
required to dispel the character’s arcanamach spells.
Dispelling Strike (Su): Once per day, a Suel arcanamach
of 2nd level or higher can attempt a dispelling strike with
one normal melee attack. If he hits, he deals normal damage, and the victim is subject to a targeted greater dispel magic.
The arcanamach’s dispel check is 1d20 + class level + 6. If a
Suel arcanamach makes a dispelling strike against a creature
with no spells or effects to dispel, the dispelling strike has
no effect, but the ability is used up for that day.
At 6th level, an arcanamach can use this power two times
per day, and at 10th level he can use it three times per day.
Extended Spellstrength (Ex): Beginning at 3rd level,
a Suel arcanamach knows how to extend the duration of
spells that he casts on himself. The duration of any of his
Suel arcanamach spells with which he targets himself is
doubled, as if affected by the Extend Spell feat (but without
any adjustment to the spell’s effective level or casting time).
Special
Ignore spell failure chance 5%,
tenacious spells
Dispelling strike 1/day
Extended spellstrength
Ignore spell failure chance 10%
—
Dispelling strike 2/day
Ignore spell failure chance 15%
—
—
Dispelling strike 3/day, ignore
spell failure chance 20%
1st
1
2nd
—
1
2
2
3
3
3
4
4
4
0
1
2
2
3
3
3
4
4
Spells per Day
3rd
4th
—
—
—
—
0
1
2
2
3
3
3
—
—
—
—
0
1
2
2
3
5th
—
—
—
—
—
—
—
0
1
2
64
620_17925_Chpt2.indd 64
9/15/04 3:01:08 PM
Cahlo Sheebrehl: Male human fighter 7/Suel arcanamach
4; CR 11; Medium humanoid; HD 7d10 plus 4d8; hp 61; Init
+3; Spd 30 ft.; AC 19, touch 14, flat-footed 16; Base Atk +10;
Grp +12; Atk +14 melee (1d8+6/19–20, +1 two-bladed sword);
Full Atk +12/+7 melee (1d8+5/19–20, +1 two-bladed sword) and
+12 melee (1d8+4/19–20, +1 two-bladed sword); SA dispelling
strike 1/day; SQ extended spellstrength, ignore spell failure
chance 5%, tenacious magic; AL N; SV Fort +6, Ref +9, Will
+7; Str 14, Dex 16, Con 10, Int 12, Wis 8, Cha 16.
Skills and Feats: Balance +5, Climb +10, Concentration
+12 (+16 casting defensively), Jump +10, Spellcraft +5, Spot
+7, Tumble +18; Combat Casting, DodgeB, Exotic Weapon
Proficiency (two-bladed sword), Iron Will, Mobility, Spring
AttackB, Two-Weapon Fighting, Weapon Focus (two-bladed
sword)B, Weapon Specialization (two-bladed sword)B.
Languages: Common, Ancient Suloise.
Dispelling Strike (Su): Once per day, Cahlo can attempt a
dispelling strike with one normal melee attack. If he hits, he
deals normal damage, and the victim is subject to a targeted
greater dispel magic. Cahlo’s dispel check is 1d20 + 10.
Extended Spellstrength (Ex): The duration of any of
Cahlo’s spells that he targets himself with is doubled, as if Requirements
affected by the Extend Spell feat (but without any adjustment
To qualify to become a wayfarer guide, a character must fulfill
to the spell’s effective level or casting time). Spells that target
all the following criteria.
multiple targets are affected by this ability, but only Cahlo
Skills: Knowledge (arcana) 10 ranks, Knowledge (geoggains the extended duration. Spells that do not have a Target
raphy) 10 ranks.
entry are unaffected by this ability even if Cahlo is the only
Spell: Able to cast teleport.
one affected.
Special: A prospective wayfarer guide must join the
Tenacious Magic (Ex): Add 6 to the DC required to dispel
Wayfarers Union (although she can later quit without losing
Cahlo’s arcanamach spells.
previously acquired levels).
Suel Arcanamach Spells Known (3/3/1 per day; caster level
4th; 5% arcane spell failure): 1st—expeditious retreat, shield; Class Skills
2nd—bear’s endurance, bull’s strength; 3rd—haste.
The wayfarer guide’s class skills (and the key ability for
Possessions: +2 mithral shirt, ring of protection +1, +1/+1 twoeach skill) are Concentration (Con), Craft (Int), Knowledge
bladed sword, cloak of Charisma +2, potion of cure serious wounds,
(all skills, taken individually) (Int), Profession (Wis), Speak
23 gp.
Language (n/a), and Spellcraft (Int).
Table 2–21: The Wayfarer Guide
Base Attack Fort
Ref
Level
Bonus
Save
Save
1st
+0
+0
+0
2nd
+1
+0
+0
3rd
+1
+1
+1
Will
Save
+2
+3
+3
Special
Enhanced capacity, improved range
Extra teleportation
Enhanced accuracy
PRESTIGE
CLASSES
SAMPLE SUEL ARCANAMACH
WAYFARER GUIDE
The wayfarer guide focuses on honing her skill at instantaneous magical transportation. Unlike spellcasters of other
prestigious associations, a wayfarer guide need not devote
years of her life to the art of teleportation nor focus her
attention overmuch on the pursuit of perfection. Still, she
learns secrets of the trade that are available only through
employment with the Wayfarers Union. The Union is, at
its heart, a transportation service that specialty spellcasters
provide for those willing to pay.
Most wayfarer guides are wizards or sorcerers, though
a few clerics with access to the Travel domain have been
known to pursue this class. Such characters typically have a
level or two in bard, ranger, or wizard to meet the Knowledge
requirements more quickly,
Wayfarers Union offices are generally found in large cities,
staffed by wayfarer guides who offer a variety of standard
services. Particularly qualified NPC wayfarer guides, called
“danger wayfarers,” are sometimes available to teleport bold
clients into dangerous locales, though the price is commensurately higher.
Adaptation: This prestige class is quick and to the point.
However, even wayfarers have their disputes. Perhaps in your
campaign no single Wayfarers Union exists. Instead, many
splintered groups each claim particular areas of geography
as theirs, and they bitterly contest the “illegal” transportation of goods or travelers in their territory by other groups.
Those who can smuggle goods or travelers into areas held
by opposing wayfarers or state-sanctioned wayfarers would
become probable in such a campaign.
Hit Die: d6.
CHAPTER 2
For instance, a bull’s strength spell cast by a 3rd-level Suel
arcanamach on himself has a duration of 6 minutes rather
than 3 minutes.
Spells that target multiple targets are affected by this power, but only the arcanamach gains the extended duration. For
example, a 5th-level arcanamach who casts haste would be
hasted for 10 rounds, while his allies would gain the effect
only for the normal 5-round duration.
Spells that do not have a Target entry are unaffected by
this power even if the arcanamach is the only one affected.
Spells per Day/Spells Known
+1 level of existing spellcasting class
—
+1 level of existing spellcasting class
65
620_17925_Chpt2.indd 65
9/15/04 3:01:10 PM
Illus. by F. Vohwinkel
PRESTIGE
CLASSES
CHAPTER 2
Skill Points at Each Level: 2 + Int modifier.
Class Features
All the following are class features of the wayfarer guide
prestige class.
Weapon and Armor Proficiency: Wayfarer guides gain
no proficiency with any weapon or armor.
Spells per Day/Spells Known: At 1st and 3rd level, a
wayfarer guide gains new spells per day (and spells known,
if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige
class level. She does not, however, gain any other benefit a
character of that class would have gained (improved chance
of turning or destroying undead, a bonus feat, and so on). If
she had more than one spellcasting class before becoming a
wayfarer guide, she must decide to which class to add each
level for the purpose of determining spells per day and spells
known.
Enhanced Capacity (Ex): A wayfarer guide can transport
material more efficiently. When casting any spell with the
teleportation descriptor that allows other willing creatures
to be brought along, a wayfarer guide can bring along one
additional Medium touched willing creature (carrying gear
or objects up to its maximum load) per class level, subject
to the same restrictions given in the teleport
spell description.
For example, a 9th-level wizard/
2nd-level wayfarer guide can
bring up to five other
Medium or smaller
creatures with her
(instead of the normal limit of three
creatures for an
11th-level caster).
Improved
Range (Ex): A
wayfarer guide
can travel greater distances when
teleporting. When
the character casts
any spell with
the teleportation
descriptor, the
maximum distance covered by
the spell increases
by 50%.
For example, a
9th-level wizard/
1st-level wayfarer
guide can teleport
up to 1,500 miles
66
620_17925_Chpt2.indd 66
with a single teleport spell (instead of the normal limit of
1,000 miles for a 10th-level caster).
Extra Teleportation: Beginning at 2nd level, a wayfarer
guide gains an extra 5th-level spell slot, which can be used
only for a teleport spell.
Enhanced Accuracy (Ex): At 3rd level and higher, a
wayfarer guide becomes more skilled at arriving on target.
When casting any spell with the teleportation descriptor
that includes a random chance for determining the actual
destination (such as teleport), a wayfarer guide can roll twice
and choose the result she wants.
SAMPLE WAYFARER GUIDE
Erbera Anvilheart: Female dwarf conjurer 9/wayfarer guide
3; CR 12; Medium humanoid; HD 9d4+27 plus 3d6+9; hp 70;
Init +5; Spd 20 ft.; AC 19†, touch 13, flat-footed 18†; Base Atk
+5; Grp +5; Atk or Full Atk +6 melee (1d4/19–20, masterwork
dagger); SA —; SQ darkvision 60 ft., dwarf traits, enhanced
accuracy, enhanced capacity, extra teleportation, familiar
(weasel), familiar benefits (Alertness, empathic link, share
spells), improved range; AL LN; SV Fort +9* (+11 against
poison), Ref +7*, Will +10*; Str 10, Dex 13, Con 16, Int 18,
Wis 8, Cha 10.
† Includes +4 armor bonus from mage armor.
Erbera Anvilheart, a wayfarer guide
9/15/04 3:01:11 PM
CHAPTER 2
Illus. by D. Kovacs
attached. When attached, Deriko loses its Dexterity
bonus to Armor Class and has an AC of 21. To remove
Deriko through grappling, the opponent must achieve a
pin against the creature.
Deliver Touch Spells (Su): Deriko can deliver touch
spells for Erbera (see Familiars, page 52 of the Player’s
Handbook).
Improved Evasion (Ex): If Deriko is exposed to any effect
that normally allows it to attempt a Reflex saving throw for
half damage, it takes no damage with a successful saving
throw and half damage if the saving throw fails.
Scent (Ex): Can detect approaching enemies, sniff out
hidden foes, and track by sense of smell.
Speak with Mustelids (Ex): Deriko can communicate
with animals of approximately the same kind
as itself (including dire varieties).
Speak with Master (Ex): Deriko can communicate verbally with Erbera. Other
creatures do not understand the communication without magical help.
Familiar Benefits: Erbera gains
special benefits from having a familiar. This creature grants Erbera a +3
bonus on Appraise checks (included
in the above statistics).
Alertness (Ex): Deriko grants
its master Alertness as long as
it is within 5 feet.
Empathic Link (Su): Erbera can
communicate telepathically with her
familiar at a distance of up to 1 mile. The
master has the same connection to an item
or a place that the familiar does.
Share Spells (Su): Erbera may have any spell she casts on
herself also affect her familiar if the latter is within 5 feet
at the time. She may also cast a spell with a target of “You”
on her familiar.
Improved Range (Ex): When Erbera casts any spell with
the teleportation descriptor, the maximum distance covered
by the spell increases by 50%.
Wizard Spells Prepared (caster level 11th; prohibited
schools enchantment and necromancy): 0—acid splash
(+6 ranged touch), dancing lights, detect magic, mage hand,
mending; 1st—alarm, disguise self, endure elements, mage
armor (already cast), magic missile, reduce person (DC 15);
2nd—bear’s endurance (2), obscure object (DC 16), web (2)
(DC 16), whispering wind; 3rd—dispel magic, fireball (2)
(DC 17), shrink item (DC 17), summon monster III, tongues;
4th—dimension door, hallucinatory terrain (DC 18), ice storm
(2), Leomund’s secure shelter; 5th—Mordenkainen’s faithful
hound, Mordenkainen’s private sanctum, teleport (2); 6th—acid
fog, greater dispel magic.
Spellbook: as above plus 0—all others except daze, disrupt
undead, touch of fatigue; 1st—mount; 2nd—rope trick; 3rd—clai-
PRESTIGE
CLASSES
Skills and Feats: Concentration +18, Decipher Script +8,
Knowledge (arcana) +19, Knowledge (geography) +19,
Spellcraft +15, Survival +5 (+7 to avoid getting lost or to
avoid hazards); Alertness (from familiar), Diehard, Endurance, Improved Initiative, Scribe ScrollB, Silent SpellB, Spell
Mastery (fireball, Leomund’s secure shelter, Mordenkainen’s faithful
hound, and teleport), Track.
Languages: Common, Dwarven, Gnome, Goblin, Terran,
Undercommon.
Dwarf Traits: Dwarves have stonecunning, which grants
them a +2 racial bonus on Search checks to notice unusual
stonework. A dwarf who merely comes within 10 feet of it
can make a Search check as if actively searching.
When standing on the ground, dwarves are exceptionally
stable and have a +4 bonus on ability checks made to
resist being bull rushed or tripped. They have
a +1 racial bonus on attacks against orcs and
goblinoids. Dwarves have a +4 racial bonus
to Armor Class against giants.
*Dwarves have a +2 racial bonus on
saving throws against spells and spell-like
effects.
Enhanced Accuracy (Ex): When
casting any spell with the teleportation
descriptor that includes a random
chance for determining the actual
destination (such as teleport),
Erbera can roll twice and choose
the result she wants.
Enhanced Capacity (Ex): When
casting any spell with the teleportation descriptor that allows other willing
creatures to be brought along, Erbera can
bring along three additional Medium touched willing
creatures (each carrying gear or objects up to its maximum
load).
Familiar: Erbera’s familiar is a weasel named Deriko.
The familiar uses the better of its own and Erbera’s base
save bonuses. The creature’s abilities and characteristics are
summarized below.
Deriko: Weasel familiar; CR —; Tiny magical beast; HD
12; hp 35; Init +2; Spd 20 ft., climb 20 ft.; AC 23*, touch
14, flat-footed 21*; Base Atk +5; Grp –7; Atk or Full Atk +9
melee (1d3–4, bite); Space/Reach 2-1/2 ft./0 ft.; SA attach;
SQ deliver touch spells, improved evasion, low-light
vision, scent, speak with mustelids, speak with masters;
AL N; SV Fort +3, Ref +5, Will +10; Str 3, Dex 15, Con 10,
Int 10, Wis 12, Cha 5.
*Includes +4 armor bonus from mage armor.
Skills and Feats: Balance +10, Climb +10, Hide +11,
Move Silently +8, Spot +3; Weapon Finesse.
Attach (Ex): If Deriko hits with a bite attack, it can use
its powerful jaws to latch onto the opponent’s body and
automatically deal bite damage each round it remains
67
620_17925_Chpt2.indd 67
9/15/04 3:01:17 PM
Illus. by W. O’Connor
PRESTIGE
CLASSES
CHAPTER 2
raudience/clairvoyance, illusory script; 4th—scrying; 5th—cone
of cold; 6th—disintegrate.
Possessions: Amulet of natural armor +2, ring of protection
+2, masterwork dagger, cloak of resistance +2, Heward’s handy
haversack, dust of tracelessness (2 pinches), scroll of teleport,
scroll of scrying, wand of levitate (12 charges), spell component
pouch, scrying focus mirror (reduced size with shrink item),
spellbooks, 39 gp.
WILD MAGE
Magic is one of the most capricious and unpredictable of all
natural or supernatural forces in the universe. Attempts to
codify spellcasting through arcane formulas, or to impose
order on magic through the force of will, are essentially
pointless—or so wild mages believe. Instead, those who
would truly master magic must forget what they know and
abandon their willful control of the arcane. Within this
paradox lies the awesome power of wild magic.
The wild mage aspires to cast spells without structure. By
taking the risk of substituting an element of randomness, she
gives up the safe predictability of other arcane spellcasters.
This risk allows for the potential of power greater than other
casters can hope for. Of course, she also risks the potential
for less power, but what is magic if not risky? Chaos is
strong, and her magic often carries her to heights of power
that other casters cannot reach—but chaos is also fickle,
and her spells sometimes fall short of her expectations. In
addition, from time to time her spells unfold in spectacular
wild surges that might prove catastrophic to the wild mage
68
620_17925_Chpt2.indd 68
and her companions. The wild mage accepts this as the price
of her convictions.
Sorcerers are naturally intrigued by the study of wild
magic. The act of unchaining their spells from the safeguards and controls built into these time-honored formulas
appeals to many of them. One might suppose that few
wizards would be drawn to the spontaneity and unpredictability of wild magic, but in fact many wizards do become
wild mages, seeking to explore and harness the power of
chaos.
Wild mages tend to be solitary innovators. They have
little contact with their fellow spellcasters, since wild mages
can’t really learn from them. Rumors persist of a secretive
Prismatic Cabal of wild mages who cloister themselves
within the depths of Limbo to experience the power of chaos
firsthand.
Capricious and powerful, NPC wild mages act much like
chaotic sorcerers and wizards. Some are heroes who join
parties crusading against tyranny and evil, while others are
villains who revel in the chaos of destruction and disaster.
A few wild mages (generally not good-aligned ones) believe
that the power of their magic increases as the amount of
chaos and uncertainty in the world around them rises,
and therefore they bend their efforts toward instigating
catastrophes of all kinds.
Adaptation: A twist on this class might include the
concept that wild mages do not so much exploit instabilities in the magic as create those instabilities themselves
with their skewed technique. The proliferation of such
casting could possibly lead to geographic or ecological
Revena Callordin, a wild mage
9/15/04 3:01:20 PM
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Wild magic
Random deflector 1/day
Student of chaos
—
Random deflector 2/day
Chaotic mind
—
Random deflector 3/day
Reckless dweomer
Wildstrike
consequences that are strange at the least, or, at worst, stepping stones to disaster.
Hit Die: d4.
Requirements
To qualify to become a wild mage, a character must fulfill all
the following criteria.
Alignment: Any chaotic.
Skills: Knowledge (the planes) 4 ranks, Spellcraft 8 ranks,
Use Magic Device 4 ranks.
Feats: Magical Aptitude, any metamagic feat.
Spells or Spell-Like Abilities: Arcane caster level 1st.
Class Skills
The wild mage’s class skills (and the key ability for each skill)
are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate
(Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All the following are class features of the wild mage prestige
class.
Weapon and Armor Proficiency: Wild mages gain no
proficiency with any weapon or armor.
Spells per Day/Spells Known: At each level, a wild
mage gains new spells per day (and spells known, if
applicable) as if she had also gained a level in an arcane
spellcasting class to which she belonged before adding the
prestige class level. She does not, however, gain any other
benefit a character of that class would have gained (such as
the bonus feat sometimes gained by a wizard). If she had
more than one arcane spellcasting class before becoming a
wild mage, she must decide to which class to add each level
for the purpose of determining spells per day and spells
known.
Wild Magic: A wild mage casts spells differently from any
other arcane spellcaster. She reduces her caster level by 3 for
all spells she casts from now on. However, every time she casts
a spell, her use of wild magic adds 1d6 to her adjusted caster
level. For example, an 8th-level sorcerer/1st-level wild mage
Spells per Day/Spells Known
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
has a base caster level of 6th, not 9th, but her actual caster
level varies from 7th to 12th for every spell she casts. Caster
level affects all level-based variables of a spell, including spell
penetration checks.
Random Deflector (Su): At 2nd level and higher, a wild
mage has the ability to protect herself from certain attacks
with this ability. Using this ability is an immediate action
(see page 86), which means that a wild mage activates it when
it is not her turn. When activated, the random deflector lasts
until the beginning of the wild mage’s next turn.
The random deflector redirects ranged attacks, ranged
touch attacks, and individually targeted spells (spells designating the wild mage as the sole target, but not area spells
striking an area in which she happens to be the sole target)
so that they instead attack or affect a random target within 20
feet of the wild mage. A wild mage includes herself and her
allies among the possible new targets. Any creature targeted
by a deflected attack is attacked or affected normally, so an
attack roll is made normally against the new target’s AC, the
new target receives a saving throw if a spell or effect allows
one, and so on. A wild mage can use this ability once per day
at 2nd level, two times per day at 5th level, and three times
per day at 8th level.
Student of Chaos (Ex): Whenever a wild mage of 3rd
level or higher uses a magic item that offers a randomly
determined effect (such as a bag of tricks or rod of wonder),
she can roll twice and choose between the two results. If a
random roll is made only once to determine the nature or
contents of a device (for example, a robe of useful items or an
iron flask), a wild mage gains no special advantage.
CHAPTER 2
Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
PRESTIGE
CLASSES
Table 2–22: The Wild Mage
Base Attack Fort
Level
Bonus
Save
1st
+0
+0
2nd
+1
+0
3rd
+1
+1
4th
+2
+1
5th
+2
+1
6th
+3
+2
7th
+3
+2
8th
+4
+2
9th
+4
+3
10th
+5
+3
pqqqqqqqqqrs
WILD MAGES IN FAERÛN
Wild mages are particularly adept at exploiting zones of wild
magic, and they are much less likely to experience deleterious effects while casting spells within wild magic zones. Wild
mages can roll twice on Table 2–1: Wild Magic Effects in Chapter 2 of the FORGOTTEN REALMS Campaign Setting and choose the
preferred result. For example, a wild mage who rolls a result
of 37 (nothing happens) and a result of 57 (spell functions
normally) would choose the second result.
pqqqqqqqqqrs
69
620_17925_Chpt2.indd 69
9/15/04 3:01:25 PM
Illus. by D. Kovacs
PRESTIGE
CLASSES
CHAPTER 2
Chaotic Mind (Su): When a wild mage reaches 6th level,
the power of chaos infuses her mind. She gains immunity to
confusion and insanity spells and effects, and she is shielded
by a continuous nondetection effect (as the spell).
Reckless Dweomer (Su): At 9th level and higher, a wild
mage knows how to spontaneously convert her own spell
energy into random, unpredictable results. As a standard
action, she can eliminate a prepared spell or spell slot of at
least 1st level to create an effect similar to that of activating
a rod of wonder. The character’s student of chaos ability (see
above) applies when she uses her reckless dweomer ability.
See page 237 of the Dungeon Master’s Guide for details on the
rod of wonder.
Wildstrike (Sp): At 10th level, a wild mage gains the
ability to make a wildstrike once per day. A wildstrike affects
a single creature within 60 feet, surrounding the creature in
an aura of shimmering rainbow colors for 2d6 rounds. Spell
resistance applies, but the target receives no saving throw.
While a wildstrike is in effect, there is a 50% chance each time
the affected creature casts a spell or uses a spell-like ability
that its intended action fails. Instead, the creature rolls as if
it had activated a rod of wonder (see page 237 of the Dungeon
Master’s Guide).
SAMPLE WILD MAGE
Revena Callordin: Female half-elf sorcerer 5/wild mage
6; CR 11; Medium humanoid (elf); HD 11d4+11; hp 40; Init
+2; Spd 30 ft.; AC 14, touch 13, flat-footed 12; Base Atk +5;
Grp +5; Atk or Full Atk +6 melee (1d4/19–20, masterwork
dagger) or +8 ranged (1d8/19–20, masterwork light crossbow);
SA random deflector 2/day, wild magic; SQ chaotic mind,
half-elf traits, low-light vision, student of chaos; AL CN; SV
Fort +4, Ref +8, Will +4; Str 10, Dex 14, Con 12, Int 13, Wis
8, Cha 17.
Skills and Feats: Concentration +10 (+14 casting defensively), Diplomacy +5, Gather Information +5, Knowledge
(the planes) +5, Listen +0, Search +2, Spellcraft +11 (+13 to
decipher spells on scrolls), Spot +0, Use Magic Device +16
(+18 when using scrolls); Combat Casting, Empower Spell,
Magical Aptitude, Sudden Maximize†.
† New feat described on page 83.
Languages: Common, Elven, Goblin.
Random Deflector (Su): Revena can take an immediate
action to protect herself from ranged attacks, ranged touch
attacks, and spells that target her. Such an attack randomly
targets someone within 20 feet of Revena instead of targeting her (possible targets include Revena and her allies). Any
creature targeted by such an attack is attacked or affected
normally, so an attack roll is compared against the new
target’s AC, or the new target can make a save if the attack
allows one. The random deflector lasts until the beginning
of Revena’s next turn.
Wild Magic: Revena’s caster level is three lower than
her level indicates. However, each time she casts a spell, she
rolls 1d6 and adds the result to her modified caster level to
determine her adjusted caster level for that spell.
Chaotic Mind (Su): Revena has immunity to confusion and
insanity spells and effects, and she is shielded by a continuous
nondetection effect.
Half-Elf Traits: Half-elves have immunity to magic sleep
effects. For all effects related to race, a half-elf is considered
an elf.
Student of Chaos (Ex): Whenever Revena uses a magic
item offering a randomly determined effect (such as a bag of
tricks or rod of wonder), she can roll twice and choose between
the two results.
Sorcerer Spells Known (6/7/7/7/6/4 per day; caster level 8th):
0—acid splash (+7 ranged touch), daze (DC 13), detect magic,
disrupt undead (+7 ranged touch), ghost sound (DC 13), mage
hand, open/close, prestidigitation, read magic; 1st—expeditious
retreat, grease (DC 14), mage armor, magic missile, protection
from law; 2nd—false life, glitterdust (DC 15), mirror image,
resist energy, shatter (DC 15); 3rd—blink, dispel magic, fly,
stinking cloud (DC 16); 4th—confusion (DC 17), dimension
door, Evard’s black tentacles; 5th—cone of cold (DC 18), telekinesis
(DC 18).
Possessions: Masterwork dagger, masterwork light crossbow
with 20 bolts, amulet of natural armor +1, ring of protection +1,
rod of wonder, scroll of teleport, wand of cat’s grace (25 charges),
43 pp.
70
620_17925_Chpt2.indd 70
9/15/04 3:01:27 PM
Illus. by M. Cavotta
ore than the power of spells themselves, the
methodology of spellcasting is the most important part of a caster’s arsenal of arcane
power. By employing feats to improve some
element of spellcasting, a savvy caster can produce results far greater than the actual power of the spells being
employed.
INVOCATIONS AND
SPELL-LIKE ABILITIES
Many feats useful for spellcasters are equally useful for
characters or creatures that employ invocations or spell-like
abilities instead of spells. Spell-like abilities represent an
innate magical talent that is part of a creature’s essential
nature, an expression of will or a mental action that
resembles a spell in almost all ways.
Learning to wield a spell-like ability requires the same
level of training or effort required to learn a physical task
such as swimming, and is easy enough that any character
or creature with a spell-like ability is assumed to have completely mastered the skill as soon as the spell-like ability is
acquired. Using a spell-like ability requires concentration
(possibly provoking attacks of opportunity), and, in the case
of spell-like abilities that can be used only a certain number
of times per day, requires the user to tap into a reservoir of
620_17925_Chpt3.indd 71
magical power that must be replenished before it can used
again.
Invocations are also spell-like abilities. The only
difference between invocations and other spell-like
abilities is that invocations require somatic gestures
and are therefore subject to arcane spell failure (see
the warlock class in Chapter 1).
Warlocks and other creatures with spell-like abilities
might find the following feats useful.
Combat Casting: This feat works equally well with
spells, invocations, or spell-like abilities.
Spell Penetration: Spell Penetration and Greater
Spell Penetration have the same effect on invocations and spell-like abilities that they do on normal
spells.
Weaponlike Spell Feats: A character who uses
invocations or spell-like abilities might be able to
take advantage of feats such as Weapon Focus or
Precise Shot, as described under Feats and Weaponlike Spells, below. (The warlock’s eldritch blast
is weaponlike.)
Sudden Metamagic Feats: These metamagic
feats don’t require modified spell slots, and so they
work as well with spell-like abilities or invocations
as they do with spells (though because spell-like
abilities don’t have verbal or somatic components,
71
9/15/04 2:45:24 PM
Illus. by J. Miracola
ARCANE
FEATS
CHAPTER 3
72
Sudden Silent Spell doesn’t apply and Sudden Still Spell
applies only to invocations).
Creatures with spell-like abilities at a high enough level
will find sudden metamagic feats less useful than the
dedicated feats Empower Spell-Like Ability and Quicken
Spell-Like Ability (see page 303 of the Monster Manual), as
well as the Maximize Spell-Like Ability feat introduced in
this chapter.
Other Metamagic Feats: Except as noted above,
metamagic feats can’t generally be used to modify spell-like
abilities or invocations.
CASTER LEVEL
In the context of a feat or a prestige class requirement, a caster
level prerequisite (such as “caster level 5th”) measures the
character’s ability to channel a minimum amount of magical
power. For feats or prestige classes requiring a minimum
caster level, creatures that use spell-like abilities or invocations instead of spells use either their fi xed caster level
or their class level to determine qualification.
For example, Craft Wondrous Item has
a requirement of caster level 3rd, so
both a 3rd-level warlock and a
nixie (caster level 4th for its charm
person spell-like ability) meet the
requirement.
SPECIFIC SPELL REQUIREMENTS
A requirement based on a specific spell measures whether
the character or creature in question is capable of producing
the necessary effect, and as such, invocations and spell-like
abilities that generate the relevant effect meet the requirements for specific spell knowledge. For example, a prestige
class with a spellcasting requirement of “Must know (or be
able to cast) darkness” is met by a warlock who chooses darkness
as one of her invocations, or by any creature with darkness as
a spell-like ability.
FEATS AND
WEAPONLIKE SPELLS
Any spell that requires an attack roll and deals damage functions as a weapon in certain respects. As such, several feats
that improve weapon performance can be used to enhance
weaponlike spells.
WEAPONLIKE SPELLS
For the purpose of taking combat-enhancing feats, weaponlike spells fall into
two categories—ranged spells and
touch spells.
SPELLCASTING
LEVEL
Beyond the limits of magical
power, a spellcasting level
requirement measures
the size and complexity
of the spells that can
be encompassed within
a character’s mind. As
spells increase in level,
they become exponentially more complicated,
requiring a discipline of
thought and an understanding of principles
impossible for low-level characters to learn. Wizards master these
advanced principles through careful study; sorcerers and
other spontaneous arcane casters intuit what they need to
know as their spellcasting experience grows.
Characters or creatures that use spell-like abilities or
invocations never learn the arcane circumlocutions of logic
and mental training necessary for advanced spellcasting.
As such, requirements for feats and prestige classes based
on specific levels of spells cast (“Able to cast 3rd-level arcane
spells,” for example) cannot be met by spell-like abilities or
invocations—not even spell-like abilities or invocations
that allow a character to use a specific arcane spell of the
appropriate level or higher.
620_17925_Chpt3.indd 72
Ranged Spells: Ranged
spells include those that
require ranged touch
attack rolls, such as rays
or hurled missile effects
(examples include Melf’s
acid arrow and lesser orb
of acid, described on
page 115). This category also includes
spells that generate effects
Morthos uses an that act as ranged weapons and
eldritch ray to require ranged attack rolls (but not
good effect
ranged touch attack rolls), such as
decapitating scarf or fire shuriken (described on pages 102 and
107 respectively).
Touch Spells: Touch spells include any damage-dealing
spells with a range of touch.
ELIGIBLE FEATS
The following feats can be chosen to enhance the performance of weaponlike spells in combat (for full details on
each feat, see Chapter 5 of the Player’s Handbook).
Improved Critical: Choose one category of weaponlike
spells (ranged spells or touch spells). When you use a spell
of the selected category, its threat range is doubled, so that a
9/15/04 2:45:32 PM
620_17925_Chpt3.indd 73
DRACONIC FEATS
Draconic feats can be taken by sorcerers, granting them abilities akin to those of their draconic ancestors. Some increase
a character’s physical capabilities, granting him claw attacks
or making him more resistant to attacks, while others allow
him to channel his abilities into a potent breath weapon
or grant him affinity with his draconic progenitor’s breath
weapon energy type.
ARCANE DEFENSE
Choose a school of magic, such as illusion. You can resist
spells from that school better than normal.
Prerequisite: Spell Focus in the chosen
school.
Benefit: You get a +3 bonus on your
saving throws against spells from
the chosen school.
Special: You can gain this
feat multiple times, but its
effects do not stack. Each
time you take the feat, it
applies to a new school
of magic.
CHAPTER 3
FEAT DESCRIPTIONS
The feats described in the following section supplement
the feats in the Player’s Handbook. Table 3–1 summarizes the
prerequisites and benefits of all these feats and indicates
which ones a fighter can take as bonus feats.
ARCANE
FEATS
spell that normally threatens a critical hit on a roll of 20 has
a threat range of 19–20. You can gain this feat a second time,
choosing a different category of weaponlike spells.
Improved Unarmed Strike: You can add the damage
of your unarmed strike to the damage of a touch spell by
delivering the spell as a regular melee attack instead of a
melee touch attack. The defender gets the full benefit of
armor and shield, but if the attack hits, the unarmed strike
deals normal damage over and above any damage the spell
does as it is discharged. If the unarmed strike misses, then
the spell is not discharged.
If the unarmed strike scores a critical hit, damage from
the spell is not multiplied.
Point Blank Shot: You get a +1 bonus on attack rolls and
damage rolls with ranged spells that deal hit
point damage at ranges of up to 30 feet.
Spells that deal only ability damage,
bestow penalties on ability scores, or
deal energy drain gain a +1 bonus
on their attack rolls but
get no bonus on damage.
Precise Shot: You can
fire a ranged spell at an opponent engaged in melee
without taking the usual
–4 penalty on your
attack roll.
Stunning Fist:
When you use your
unarmed strike to deliver a
touch spell with a successful
melee attack (as described in
Improved Unarmed Strike,
above), you also stun any
target that fails a Fortitude save (DC 10 + 1/2
your character level +
your Wis modifier).
Weapon Finesse:
You can treat touch
spells as light weapons
and use your Dexterity modifier (instead
of your Strength modifier) on your touch attack
rolls with such spells.
Weapon Focus: Choose one category of weaponlike
spells (ranged spells or touch spells) and gain a +1 bonus on
all attack rolls made with such spells. You can gain this feat
a second time, choosing a different category of weaponlike
spells.
ARCANE
MASTERY
You are quick
and certain in
your efforts to
defeat the arcane defenses
and spells of
others.
Prerequisite:
Ability to cast
arcane spells
or use spelllike abilities
(including invocations).
Benefits: You
can take 10 on caster
level checks (as if the caster level
check was a skill check).
ARCANE PREPARATION
You can prepare an arcane spell ahead of time, just as a
wizard does.
Prerequisite: Ability to cast arcane spells without preparation.
Benefit: Each day, you can use one or more of your spell
slots to prepare spells you know, usually for the purpose
of applying a metamagic feat to the spell—but without an
73
9/15/04 2:45:48 PM
Table 3–1: Feats
General Feats
Arcane Defense2
Arcane Mastery
Communicator
Prerequisites
Spell Focus in specific school
Ability to cast arcane spells, use
invocations, or use spell-like abilities
Ability to cast arcane spells
without preparation
Ability to ignore arcane spell failure
chance from armor
—
Double Wand Wielder
Extra Edge
Extra Invocation3
Craft Wand, Two-Weapon Fighting
Warmage level 4th
Ability to use lesser invocations
Extra Slot3
Caster level 4th
Extra Spell3
Caster level 3rd
Extra Spell Secret3
Spell secret class ability,
ability to cast 2nd level spells
Watchful spirit class ability
Spell-like ability at caster level
6th or higher
Quicken Spell, Silent Spell, Still Spell
—
Arcane Preparation
ARCANE
FEATS
CHAPTER 3
Battle Caster
Guardian Spirit
Heighten SpellLike Ability2
Innate Spell2
Insightful
Benefit
+3 bonus on saves against specific school of magic
Take 10 on caster level checks
Prepare arcane spells ahead of time for faster
metamagic casting
Ignore arcane spell failure chance from heavier armor
Use arcane mark, message, comprehend languages as spelllike abilities 1/day
Activate second wand by expending 2 additional charges
+1 bonus to warmage edge ability, plus 1/4 warmage levels
Learn an additional invocation of one grade less than
current highest grade
Gain an extra spell slot up to one level lower than current
highest level
Learn an additional spell up to one level lower than current
highest level
Permanently Enlarge, Extend, Still, or Silence one spell
Reroll initiative two times per day, reroll any save 1/day
Use spell-like ability at higher level up to 3/day
Maximize SpellLike Ability2
Necropolis Born
Spellcraft 2 ranks,
base attack bonus +3
Spell-like ability at caster level
6th or higher
—
Night Haunt
—
Obtain Familiar
Knowledge (arcana) 4 ranks,
arcane caster level 3rd
Con 13, Blind-Fight, Mage Slayer
Use spell as a spell-like ability once per round
Use detect magic, detect secret doors, read magic as spelllike abilities 1/day
+1 bonus on Will saves; spellcasters you threaten
can’t cast defensively
Maximize spell-like ability’s variable numeric effects
up to 3/day
Use cause fear, ghost sound, touch of fatigue as spell-like
abilities 1/day
Use dancing lights, prestidigitation, unseen servant as spelllike abilities 1/day
Obtain a familiar in the same manner as a sorcerer
or wizard
Ignore spell-based concealment of creatures you attack
Con 13, Mage Slayer
Ignore spell-based bonuses to Armor Class
Spellcraft 4 ranks
Weapon Focus (ranged spell),
caster level 4th
Craft Wand, Use Magic Device 1 rank
—
Increase caster level by +4
+2 bonus on damage rolls with ranged spells
Mage Slayer1
Pierce Magical
Concealment1
Pierce Magical
Protection1
Practiced Spellcaster2
Ranged Spell
Specialization2
Reckless Wand Wielder
Soul of The North
Increase wand’s caster level by expending an additional charge
Use chill touch, ray of frost, resistance as spell-like abilities
1/day
Use mage hand, open/close, Tenser’s floating disk as spelllike abilities 1/day
+2 bonus on damage rolls with touch spells
Spell Hand
—
Touch Spell
Specialization
Wandstrike
Weapon Focus (touch spell),
caster level 4th
Use Magic Device 4 ranks
Draconic Feats
Draconic Breath
Draconic Claw
Draconic Flight
Draconic Heritage
Draconic Legacy
Draconic Power
Prerequisites
Draconic Heritage
Draconic Heritage
Draconic Heritage
Sorcerer level 1st
Any four draconic feats
Draconic Heritage
Draconic Presence
Draconic Resistance
Draconic Skin
Draconic Heritage
Draconic Heritage
Draconic Heritage
Benefit
Convert spell energy into a breath weapon
Gain claws and make a swift claw attack when you cast a spell
After casting a spell, fly for the rest of the round
Gain draconic class skill and a bonus on saves against sleep and paralysis
Add spells to your spells known
+1 caster level and DC for spells of the energy type matching your
Draconic Heritage
Strike fear into lower-level opponents when you cast a spell
Gain resistance to energy of the type of your Draconic Heritage
Natural armor increases by 1
Item Creation Feats
Craft Contingent Spell
Prerequisites
Caster level 11th
Benefit
Attach semipermanent spells to a creature and set activation conditions
Make touch attack with wand to deal 1d6 damage and
target creature with spell
74
620_17925_Chpt3.indd 74
9/15/04 2:45:53 PM
Metamagic Feats
Black Lore of Moil
Born of the
Three Thunders
Chain Spell
Cooperative Spell
Prerequisites
Spell Focus (necromancy),
caster level 7th
Energy Substitution (electricity),
Knowledge (nature) 4 ranks
Any metamagic feat
Any metamagic feat
Delay Spell
Energy Admixture2
Any metamagic feat
Energy Substitution
Sonic or electricity spells deal both types of damage
Any other metamagic feat,
Knowledge (arcana) 5 ranks
Explosive Spell
—
Creatures are blasted to edge of spell area
Fortify Spell
—
Cast spells at high caster level to overcome spell resistance
Lord of the Uttercold
Energy Substitution (cold),
Cold spells deal half negative energy damage
Knowledge (the planes) 9 ranks,
ability to cast a spell with the cold descriptor
Nonlethal Substitution Any other metamagic feat,
Energy spells deal nonlethal damage
Knowledge (arcana) 5 ranks
Persistent Spell
Extend Spell
Fixed or personal range spells last 24 hours
Repeat Spell
Any metamagic feat
Spell is automatically cast again next round
Sanctum Spell
Any metamagic feat
Spell’s effective level is increased while in special location,
decreased outside special location
Sculpt Spell
Any metamagic feat
Alter spell’s area
Split Ray
Any metamagic feat
Ray spells affect one additional target
Sudden Empower
Any metamagic feat
Increase spell’s variable numeric effects by 50% without
special preparation 1/day
Sudden Extend
—
Double spell’s duration without special preparation 1/day
Sudden Maximize
Any metamagic feat
Maximize spell’s variable numeric effects without special
preparation 1/day
Sudden Quicken
Quicken Spell, Sudden Empower,
Cast spells as a swift action without special preparation
Sudden Extend, Sudden Maximize,
1/day
Sudden Silent, Sudden Still
Sudden Silent
—
Cast spells without verbal components without special
preparation 1/day
Sudden Still
—
Cast spells without somatic components without special
preparation 1/day
Sudden Widen
—
Increase spell’s numeric measurements by 50% without
special preparation 1/day
Transdimensional Spell —
Spells affect creatures in coexistent planes and
extradimensional spaces
Twin Spell
Any metamagic feat
Simultaneously cast a single spell twice
CHAPTER 3
Redirect spells to affect secondary targets
Bonus to save DC and on caster level checks of spells cast
in conjunction with other casters
Spell effects are delayed 1–5 rounds
Double energy spell damage by adding an additional energy
type
Energy spells can deal different energy damage
ARCANE
FEATS
Energy Substitution2
Benefit
Add extra negative energy damage to necromancy spells
1 A fighter may select this feat as one of his fighter bonus feats.
2 You can gain this feat multiple times but its effects do not stack. Each time you take the feat, you apply it to a new school of
magic, spellcasting class, energy type, or selection of spells.
3 You can gain this feat multiple times. Its effects stack.
increase in its casting time. Preparing a spell uses a spell slot
of the appropriate level, and once prepared, that slot can’t be
used for anything else until the prepared spell is cast.
Normal: Spellcasters who cast arcane spells without preparation (such as sorcerers and bards) who apply a metamagic
feat to a spell must cast it as a full-round action instead of a
standard action.
BATTLE CASTER
Building on your existing training allows you to avoid the
chance of arcane spell failure when you wear armor heavier
than normal.
Prerequisite: Ability to ignore arcane spell failure chance
from armor.
620_17925_Chpt3.indd 75
Benefit: You are able to wear armor one category heavier
than you can normally wear while still avoiding the chance
of arcane spell failure. For example, if you have the ability
to normally wear light armor without incurring a chance of
spell failure, you can wear medium armor and continue to
cast spells as normal. This ability does not extend to shields,
nor does it apply to spells gained from spellcasting classes
other than the class that provides the ability to cast arcane
spells while in armor.
BLACK LORE OF MOIL [METAMAGIC]
Your study of the sinister knowledge and spellcasting
techniques of the long-dead Nightlords of Moil makes your
necromancy spells especially potent.
75
9/15/04 2:45:55 PM
Illus. by D. Crabapple
ARCANE
FEATS
CHAPTER 3
Prerequisites: Spell Focus (necromancy), caster level 7th.
Benefit: Any necromancy spell you cast can be cast instead
as a Moilian spell, dealing an extra 1d6 points of negative
energy damage +1d6 per two spell levels (+1d6 for 1st-level
spells, +2d6 for 2nd- or 3rd-level spells, and so on). If the
spell normally allows a saving throw, the target takes half
the negative energy damage on a successful save, regardless
of the outcome of the save on the spell’s normal effect.
In addition to its normal spell components, a Moilian spell
requires the creation and expenditure of a Moilian runebone—a small human bone (often a finger
bone) scribed with carefully prepared arcane markings. Only a character trained
in the Black Lore of Moil knows the
secrets of creating a runebone,
which takes 1 hour to craft and requires special inks and powders
costing 25 gp per die of negative
energy damage to be generated. For example, a runebone
capable of adding 3d6
points of negative
energy damage to a
spell costs 75 gp to
craft.
While the maximum negative energy
damage dealt by a Moilian spell is based on the
spell’s level, the actual
damage is limited by the
runebone. For example,
if a sorcerer casts finger
of death (a 7th-level spell,
so normally +4d6) with a
75-gp (3d6) runebone, the
spell deals only 3d6 points
of additional negative energy damage.
A Moilian spell uses a
spell slot of the spell’s norA student of the
mal level.
Black Lore of Moil
BORN OF THE THREE THUNDERS
[METAMAGIC]
76
You have learned to marry the power of lightning and thunder
in your electricity and sonic spells.
Prerequisites: Knowledge (nature) 4 ranks, Energy
Substitution (electricity).
Benefit: When you cast a spell with either the electricity
descriptor or the sonic descriptor that deals hit point damage,
you can declare that spell to be a spell of the three thunders,
with half its damage dealt as electricity damage and half
dealt as sonic damage. In addition, the spell concludes with a
mighty thunderclap that stuns all creatures that take damage
from the spell for 1 round unless they succeed on a Fortitude
620_17925_Chpt3.indd 76
save, then knocks stunned creatures prone unless they succeed on a Reflex save (both saves at the same DC as the base
spell). Channeling the three thunders is costly, though, and
you are automatically dazed for 1 round after doing so.
A three thunders spell uses a spell slot of the spell’s
normal level. In addition, its descriptor changes to include
both energy types—for example, a lightning bolt of the three
thunders is an evocation [electricity, sonic] spell.
CHAIN SPELL [METAMAGIC]
You can cast spells that arc to other targets in addition to the
primary target.
Prerequisite: Any metamagic feat.
Benefit: Any spell that specifies a single target and has
a range greater than touch can be chained so as to affect
that primary target normally, then arc to a number of
secondary targets equal to your caster level (maximum
20). Each arc affects one secondary target chosen
by you, all of which must be within 30 feet of the
primary target, and none of which can be affected
more than once. You can choose to affect fewer
secondary targets than the maximum.
If the chained spell deals damage, the secondary targets each take half as much damage
as the primary target (rounded down) and can
attempt Reflex saving throws for half
damage (whether the spell allows the
original target a save or
not). For spells that don’t
deal damage, the save
DCs against arcing
effects are reduced
by 4. For example, if
a 10th-level wizard normally casts cause fear at
DC 14, a chained cause
fear could target a goblin
chieftain at DC 14 and
up to ten of his nearby
guards at DC 10.
A chained spell uses up a spell slot three levels higher than the spell’s actual level.
COMMUNICATOR
You possess a magical understanding of the essence of
language.
Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—arcane
mark, comprehend languages, message.
COOPERATIVE SPELL [METAMAGIC]
You can cast spells to greater effect in conjunction with the
same spell cast by another individual.
Prerequisites: Any metamagic feat.
Benefit: While the two of you are adjacent, you and another
spellcaster with the Cooperative Spell feat can simultaneously
9/15/04 2:45:56 PM
[ITEM CREATION]
You know how to attach semipermanent spells to a creature
and set them to activate under certain conditions.
Prerequisite: Caster level 11th.
Benefit: You can make contingent any spell that you know.
Crafting a contingent spell takes one day for each 1,000 gp
in its base price (spell level × caster level × 100 gp). To craft
a contingent spell, you must spend 1/25 of this base price in
XP and use up raw materials costing one-half the base price.
Some spells incur extra costs in material components or XP
(as noted in their descriptions), which must be paid when
the contingent spell is created.
See Contingent Spells, page 139, for more information.
DELAY SPELL [METAMAGIC]
You can cast spells that take effect after a short delay of your
choosing.
Prerequisite: Any metamagic feat.
Benefit: When casting a spell, you set a delay of 1 to
5 rounds before it takes effect. The delay time cannot be
changed once set; the spell activates just before your turn
on the round you designate. Only area, personal, and touch
spells can be affected by this feat.
Any decisions you would make about the spell (including
attack rolls, designating targets, or determining or shaping
an area) are decided when the spell is cast, with any of its
effects (including damage and saving throws) decided when
the spell triggers. If conditions change during the delay
period in ways that would make the spell impossible to cast
(the target you designate moves beyond the spell’s range, for
example), the spell fails. During the delay period, a delayed
spell can be dispelled normally, and it can be detected in the
area or on the target (as applicable).
620_17925_Chpt3.indd 77
DOUBLE WAND WIELDER
You can activate two wands at the same time.
Prerequisites: Craft Wand, Two-Weapon Fighting.
Benefit: As a full-round action, you can wield a wand in
each hand (if you have both hands free), with one wand designated as your primary wand and the other your secondary
wand. Each use of the secondary wand expends 2 charges
from it instead of 1.
DRACONIC BREATH [DRACONIC]
You can convert your arcane spells into a breath weapon.
Prerequisite: Draconic Heritage.
Benefit: As a standard action, you can change arcane
spell energy into a breath weapon of your draconic heritage
energy type. The breath weapon is a 30-foot cone (fire or cold)
or a 60-foot line (acid or electricity) that deals 2d6 points of
damage per level of the spell that you expended to create
the effect. Any creature in the area can make a Reflex save
(DC 10 + level of the spell used + your Cha modifier) for half
damage. This is a supernatural ability.
CHAPTER 3
CRAFT CONTINGENT SPELL
A delayed spell uses up a spell slot three levels higher than
the spell’s actual level.
ARCANE
FEATS
cast the same spell at the same time in the round. Add +2 to
the save DC of cooperatively cast spells and +1 to caster level
checks to beat the target’s spell resistance (if any), using the
higher base DC and level check of either caster.
A cooperative spell uses up a spell slot of the same level as
the spell’s actual level.
Special: For each additional caster with this feat casting
the same cooperative spell simultaneously, the spell’s save DC
and the bonus on the caster level check both increase by 1.
When more than two spellcasters cooperatively cast a spell,
each must be adjacent to at least two other casters involved
in the casting. For example, two wizards and two sorcerers
standing in a circle all have Cooperative Spell. The first three
in the initiative order ready an action to cast fireball, casting
the spell when the fourth does. The base DC of the spell’s
save is equal to the highest save DC among the cooperative
casters (as determined by relevant ability scores, other feats,
special abilities, or items) +4 (+2 for the first cooperative caster
and +1 for each of the other two). As well, whoever has the
highest caster level determines the base caster level check,
which gains a +3 bonus (+1 for each cooperative caster).
DRACONIC CLAW [DRACONIC]
You develop the natural weapons of your draconic ancestors.
Prerequisite: Draconic Heritage.
Benefit: You gain claws. You can make a natural attack
with your claw, dealing damage based on your size (Small
1d4, Medium 1d6, Large 1d8). In any round when you cast a
spell with a casting time of 1 standard action, you can make
a single claw attack as a swift action (see page 86) against an
opponent you threaten.
DRACONIC FLIGHT [DRACONIC]
The secret of draconic flight is revealed to you, granting you
the ability to fly occasionally.
Prerequisite: Draconic Heritage.
Benefit: After you cast an arcane spell with a casting time
of 1 standard action, you gain a fly speed equal to 10 feet per
level of the spell you just cast for the remainder of your turn.
DRACONIC HERITAGE [DRACONIC]
You have greater connection with your distant draconic
bloodline.
Prerequisite: Sorcerer level 1st.
Benefit: Choose one dragon from the Draconic Heritage
list below and gain the indicated skill as a class skill. This
is your draconic heritage, which cannot be changed once
the feat has been taken. Half-dragons must choose the same
dragon kind as their dragon parent.
In addition, you gain a bonus on saving throws against sleep
and paralysis, as well as spells and abilities with the energy
type of your Draconic Heritage. This bonus is equal to the
number of draconic feats you have.
77
9/15/04 2:45:59 PM
ARCANE
FEATS
CHAPTER 3
Draconic Heritage
Dragon Kind
Energy Type
Black
Acid
Blue
Electricity
Green
Acid
Red
Fire
White
Cold
Brass
Fire
Bronze
Electricity
Copper
Acid
Gold
Fire
Silver
Cold
Skill
Hide
Listen
Move Silently
Intimidate
Balance
Gather Information
Survival
Hide
Heal
Disguise
DRACONIC LEGACY [DRACONIC]
You have realized greater arcane power through your draconic
heritage.
Prerequisite: Any four draconic feats.
Benefit: Based on your draconic heritage, add the following
spells to your list of spells known.
Each spell is added at the level that a spellcaster would
normally gain it unless otherwise indicated.
Draconic Legacy
Dragon Kind Spells Known
Black
Charm animal (snakes and lizards only),
deeper darkness, insect plague
Blue
Major image, mirage arcane, ventriloquism
Green
Charm person, dominate person, plant growth
Red
Detect secret doors, suggestion, true seeing
White
Obscuring mist, sleet storm, wall of ice
(5th level)
Brass
Control winds, endure elements, tongues
Bronze
Control water (5th level), speak with animals,
water breathing
Copper
Silent image, stone shape, wall of stone
Gold
Bless, daylight, dispel evil
Silver
Air walk (5th level), feather fall, wind wall
Special: if any of the spells you would gain from this feat
are spells you already know, you can pick another spell that a
sorcerer would ordinarily have available to him at that same
level.
DRACONIC POWER [DRACONIC]
You have greater power manipulating the energies of your
heritage.
Prerequisite: Draconic Heritage.
Benefit: Your caster level increases by 1, and you add 1 to the
save DC of all arcane spells with the energy descriptor of the
same energy type as determined by your draconic heritage.
Special: If the Energy Substitution feat is used to modify
a spell, this feat will work if the new type of energy matches
the energy type of your draconic heritage.
DRACONIC PRESENCE [DRACONIC]
78
When you use your magic, your mere presence can terrify
those around you.
Prerequisite: Draconic Heritage.
Benefit: Whenever you cast an arcane spell, all opponents
within 10 feet of you who have fewer Hit Dice than you
become shaken for a number of rounds equal to the level of
620_17925_Chpt3.indd 78
the spell you cast. The effect is negated by a Will save (DC
10 + level of the spell cast + your Cha modifier).
A successful save indicates that the opponent is immune
to your draconic presence for 24 hours. This ability does
not affect creatures with an Intelligence of 3 or lower or
creatures that are already shaken, nor does it have any effect
on dragons.
DRACONIC RESISTANCE [DRACONIC]
Your bloodline hardens your body against the energy type
of your progenitor.
Prerequisite: Draconic Heritage.
Benefit: You gain resistance to the energy type of your
draconic heritage equal to three times the number of draconic
feats you currently have (including draconic feats you take
after gaining this feat).
DRACONIC SKIN [DRACONIC]
Your skin takes on the sheen, luster, and hardness of your
draconic parentage.
Prerequisites: Draconic Heritage.
Benefit: Your natural armor increases by 1.
ENERGY ADMIXTURE [METAMAGIC]
You can modify a spell that uses one type of energy to add
an equal amount of another energy type.
Prerequisite: Energy Substitution.
Benefit: Choose one type of energy (acid, cold, electricity, or
fire) that matches an energy type you have selected for substitution via the Energy Substitution feat. You can then modify any
spell with an energy descriptor by adding an equal amount of
the chosen type of energy to the spell’s normal effects. The
altered spell works normally in all respects except for the type
and amount of damage dealt, with each type of energy counting
separately toward the spell’s damage cap. Thus, an acid fireball
cast at 6th level deals 6d6 points of fire damage and 6d6 points
of acid damage (rolled separately), while the same acid fireball
cast at 10th level or higher deals 10d6 points of fire damage and
10d6 points of acid damage. Even opposed types of energy (such
as fire and cold) can be combined using this feat.
An energy admixed spell uses up a spell slot four levels
higher than the spell’s actual level. As well, the spell’s
descriptor changes to include both energy types present in
the spell—for example, the acid fireball described above is an
evocation [acid, fire] spell.
Special: You can gain this feat multiple times, choosing
a different type of energy each time. The type of energy
selected with this feat must match a type of energy you
have also selected for substitution via the Energy Substitution feat (so you can select cold as your energy type with
Energy Admixture if you have selected cold as your Energy
Substitution energy type). You can use Energy Admixture
to further alter a spell that has already been modified with
Energy Substitution, and you can also admix your chosen
energy type with a spell that already uses the same type, in
effect doubling its normal damage dice.
9/15/04 2:46:01 PM
ENERGY SUBSTITUTION
[METAMAGIC]
[METAMAGIC]
You learn an additional invocation.
Prerequisite: Ability to use lesser
invocations.
Benefit: You learn one additional invocation from the
list available to you, choosing an invocation of
one grade lower than
the highest grade
of invocation you
know. For example, a 6thlevel warlock could
learn a least invocation, while
a 16th-level warlock
could learn any least,
lesser, or greater
invocation.
Special: You can gain
this feat multiple times.
Each time, you gain an
extra invocation of any grade
(least, lesser, or greater) up
to one lower than the highest
grade of invocation you can currently use.
EXTRA SLOT
You can cast an additional spell.
Prerequisite: Caster level 4th.
Benefit: You gain one extra spell slot in your daily allotment, at any level up to one lower than the highest level of
spell you can currently cast. For example, a 4th-level sorcerer
(maximum spell level 2nd) gains either an extra 0-level or 1stlevel slot, and is able to cast any spell he knows of the chosen
level one more time each day. Likewise, a 4th-level wizard can
prepare any extra 0-level or 1st-level spell he knows. Once
selected, the extra spell slot never changes level.
Special: You can gain this feat multiple times. Each time,
you gain an extra spell slot at any level up to one lower than
the highest level of spell you can currently cast.
EXTRA SPELL
You learn an additional spell.
Prerequisite: Caster level 3rd.
620_17925_Chpt3.indd 79
Illus. by J. Miracola
You can cast spells
that blast creatures off
their feet.
Benefit: On a failed
Reflex save, an explosive spell ejects any
creature caught in
its area, sending it
to a location outside the
nearest edge of that area,
dealing additional damage
and further knocking creatures prone.
For example, all
creatures in the area of an
explosive fireball that fail their
saving throws not only take full
damage but are pushed to the closest square outside the perimeter of the An explosive spell
spell’s 20-foot-radius spread. Likewise,
an explosive lightning bolt moves targets that fail their saves to
outside the area defined by the squares the bolt’s line passes
through. Any creature moved in this manner also takes an
additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is
knocked prone. If some obstacle prevents a blasted creature
from being moved to the edge of the effect, the creature is
stopped and takes 1d6 points of damage from striking the
barrier (in addition to any damage taken from the distance
moved before then). In any event, this movement does not
provoke attacks of opportunity.
Explosive Spell can be applied only to spells that allow
Reflex saves and affect an area (a cone, cylinder, line, or burst).
An explosive spell uses up a spell slot two levels higher than
the spell’s actual level.
EXTRA INVOCATION
CHAPTER 3
EXPLOSIVE SPELL
Your ability to deal spell damage is particularly striking.
Prerequisite: Warmage level 4th.
Benefit: You gain a +1 bonus on your warmage edge, plus
an additional +1 bonus per four warmage levels. For instance,
an 8th-level warmage with 18 Intelligence gets a +7 bonus on
the damage dealt by any spell that deals hit point damage.
Normal: A character’s warmage edge is equal to his Intelligence modifier.
ARCANE
FEATS
You can modify an energy-based spell to use another type
of energy instead.
Prerequisites: Knowledge (arcana) 5 ranks, any metamagic
feat.
Benefit: Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with an energy
descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell’s normal
level. The spell’s descriptor changes to the new energy
type—for example, a fireball composed of cold energy is an evocation [cold] spell.
Special: You can gain this feat multiple
times, choosing a different type of energy each time.
EXTRA EDGE
79
9/15/04 2:46:04 PM
ARCANE
FEATS
CHAPTER 3
Benefit: You learn one additional spell at any level up to
one lower than the highest level of spell you can currently
cast. Thus, a 4th-level sorcerer (maximum spell level 2nd)
gains a new 0-level or 1st-level spell known with which to
expand her repertoire. For classes such as wizard that have
more options for learning spells, Extra Spell is generally used
to learn a specific spell that the character lacks access to and
would be unable to research.
Special: You can gain this feat multiple times. Each time,
you learn a new spell at any level up to one lower than the
highest level of spell you can cast.
EXTRA SPELL SECRET
You learn an additional spell secret.
Prerequisites: Spell secret class ability, able to cast 2ndlevel spells.
Benefit: You choose one spell known to you that becomes
permanently modified as though affected by Enlarge Spell,
Extend Spell, Still Spell, or Silent Spell. The spell’s level does
not change, nor does the choice of spell and modification once
chosen. As you go up in level, you can choose the same spell
to be modified in different ways with multiple spell secrets
(either from additional uses of this feat or through the spell
secret class ability). You do not need to have the metamagic
feat that you apply to the spell.
Special: You can take this feat multiple times. Each time,
you can select another spell to be permanently modified as
though affected by one of the metamagic feats mentioned
above. You can choose the same spell to be modified with
multiple applications of this feat.
FORTIFY SPELL [METAMAGIC]
You cast spells that more easily penetrate spell resistance.
Benefit: A fortified spell is treated as having a higher caster
level for the purpose of defeating a target’s spell resistance.
You prepare and cast the spell in a higher-level spell slot than
normal, with each additional level giving a +2 bonus on spell
penetration checks for the altered spell. Spells that are not
subject to spell resistance are not affected.
A fortified spell uses up a spell slot at least one level higher
than the spell’s actual level.
GUARDIAN SPIRIT
Your watchful spirit is more capable than normal.
Prerequisite: Watchful spirit class ability.
Benefit: Your watchful spirit allows you to reroll your
initiative two times per day, as well as allowing you to reroll
any saving throw once per day. These effects must be used
immediately after the initial initiative check or saving throw
is made.
HEIGHTEN SPELL-LIKE ABILITY
You can use a spell-like ability as if it were a higher spell-level
equivalent than it actually is.
Prerequisite: Spell-like ability at caster level 6th or higher.
Benefit: Choose one of your spell-like abilities (subject to
the restrictions below) to use at a heightened level up to three
times per day (or the ability’s normal use limit, whichever is
less). The spell-level equivalent of the heightened spell-like
ability is two higher than its normal level (to a maximum of
9th level), with all effects dependent on spell level (including
saving throw DCs) calculated at the higher level.
The spell-like ability you wish to heighten can be chosen
only from those abilities that duplicate a spell of a level less
than or equal to 1/2 your caster level (round down), minus
2. For a summary, see the Caster Level to Empower column
in the table on page 304 of the Monster Manual.
Special: This feat can be taken multiple times. Each time,
you apply it to a different one of your spell-like abilities.
INNATE SPELL
You have mastered a spell so thoroughly that you can now
use it as a spell-like ability.
Prerequisites: Quicken Spell, Silent Spell, Still Spell.
Benefit: Choose any spell you can cast. You can now cast
this spell at will as a spell-like ability once per round. One
spell slot eight levels higher than the innate spell is permanently used to power it, and any XP cost for the innate spell
is paid each time you use it. As well, you must have any focus
required by the spell in order to use it as a spell-like ability,
and if the innate spell has a costly material component, you
must use an item worth 50 times that cost as a focus.
Since an innate spell is a spell-like ability and not an actual
spell, a cleric can’t lose it to spontaneously cast a cure or inflict
spell. As well, spellcasters who become unable to cast spells
of the level of the spell slot used to power the innate spell
become unable to use the spell-like ability.
Special: You can choose this feat more than once, selecting
another spell and paying the spell slot, focus, and material
components costs each time.
INSIGHTFUL
You possess a magical understanding of the workings of
arcane detection.
Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—detect magic,
detect secret doors, read magic.
LORD OF THE UTTERCOLD [METAMAGIC]
Through careful study of the Elemental Planes and their
interactions with the Negative Energy Plane, you have learned
to wield the uttercold.
Prerequisites: Knowledge (the planes) 9 ranks, Energy
Substitution (cold), ability to cast a spell with the cold
descriptor.
Benefit: You can turn spells with the cold descriptor into
uttercold spells. Half the damage dealt by an uttercold spell
is cold damage, and the other half is negative energy damage.
The spell’s saving throw remains unchanged, but creatures
can apply cold resistance or immunity to cold only to the cold
80
620_17925_Chpt3.indd 80
9/15/04 2:46:07 PM
portion of the damage. An undead creature can be healed by
the negative energy damage of an uttercold spell, though if
it doesn’t have resistance to cold, the effects of damage and
healing cancel each other out.
An uttercold spell uses a spell slot of the spell’s normal
level.
MAGE SLAYER
NIGHT HAUNT
You possess a magical understanding of the workings of
the unseen.
Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—dancing
lights, prestidigitation, unseen servant. Save DC 10 + spell level
+ your Cha modifier.
CHAPTER 3
ARCANE
FEATS
You have studied the ways and weaknesses of spellcasters and NONLETHAL SUBSTITUTION
can time your attacks and defenses against them expertly. [METAMAGIC]
Prerequisites: Spellcraft 2 ranks, base attack bonus +3.
You can modify an energy spell to deal nonlethal damage.
Benefit: You gain a +1 bonus on Will saving throws.
Prerequisites: Knowledge (arcana) 5 ranks, any metamagic
Spellcasters you threaten may not cast defensively (they
feat.
automatically fail their Concentration checks to do so), but
Benefit: Choose one type of energy (acid, cold, electricthey are aware that they cannot cast defensively while being
ity, or fire). You can then modify any spell with the chosen
threatened by a character with this feat.
descriptor to deal nonlethal damage instead of normal energy
Special: Taking this feat reduces your caster level for all
damage. The nonlethal spell works normally in all respects
your spells and spell-like abilities by 4.
except the type of damage dealt—for example, a nonlethal
fireball has the same range and area, but since it deals nonlethal
MAXIMIZE SPELL-LIKE ABILITY
damage instead of energy damage, it will not damage objects
You can use a spell-like ability at its maximum effect.
or set fire to combustibles in the area.
Prerequisite: Spell-like ability at caster level 6th or
A nonlethal spell uses a spell slot one level higher than the
higher.
spell’s normal level.
Benefit: Choose one of your spell-like abilities (subject
to the restrictions below) to use at maximum effectiveness OBTAIN FAMILIAR
up to three times per day (or the ability’s normal use limit,
You gain a familiar.
whichever is less). All variable, numeric effects of the spellPrerequisites: Knowledge (arcana) 4 ranks, arcane caster
like ability are maximized, dealing maximum damage,
level 3rd.
curing the maximum number of hit points, affecting the
Benefit: You can obtain a familiar in the same manner as
maximum number of targets, and so on. For example, a
a sorcerer or wizard (see the sorcerer class description and
10th-level warlock’s maximized eldritch blast deals 36 points
the accompanying sidebar, page 52 of the Player’s Handbook).
of damage three times per day. Saving throws and opposed
As with a sorcerer or wizard, obtaining a familiar takes 24
checks (such as the one you make when you cast dispel magic)
hours and uses up magic materials worth 100 gp.
are not affected, nor are spell-like abilities without random
For the purpose of determining familiar abilities that
variables.
depend on your arcane caster class level, your levels in all
An empowered maximized spell-like ability gains the
classes that allow you to cast arcane spells stack.
benefit of each feat separately (getting the maximum result
plus one-half the normally rolled result). For example, a fire PERSISTENT SPELL [METAMAGIC]
mephit’s empowered maximized scorching ray would deal 24
You can make a spell last all day.
points of damage plus one-half of 4d6 points of damage.
Prerequisite: Extend Spell.
The spell-like ability you wish to maximize can be chosen
Benefit: Spells with a fi xed or personal range can have
only from those abilities that duplicate a spell of a level less
their duration increased to 24 hours. Spells of instantaneous
than or equal to 1/2 your caster level (round down), minus
duration cannot be affected by this feat, nor can spells whose
2. For a summary, see the Caster Level to Empower column
effects are discharged. You don’t need to maintain concentrain the table on page 304 of the Monster Manual.
tion on persistent detect spells (such as detect magic or detect
Special: This feat can be taken multiple times. Each time,
thoughts) for you to be aware of the mere presence or absence
you apply it to a different one of your spell-like abilities.
of the subject detected, but gaining additional information
requires concentration as normal.
NECROPOLIS BORN
A persistent spell uses up a spell slot six levels higher than
You possess a magical understanding of the essence of mortal
the spell’s actual level.
dread.
Benefit: An innate talent for magic grants you the follow- PIERCE MAGICAL CONCEALMENT
ing spell-like abilities as a 1st-level caster: 1/day—cause fear,
You ignore the miss chance provided by certain magical
ghost sound, touch of fatigue. Save DC 10 + spell level + your
effects.
Cha modifier.
Prerequisites: Con 13, Blind-Fight, Mage Slayer.
81
620_17925_Chpt3.indd 81
9/15/04 2:46:09 PM
ARCANE
FEATS
CHAPTER 3
Benefit: Your fierce contempt for magic allows you to
disregard the miss chance granted by spells or spell-like abilities such as darkness, blur, invisibility, obscuring mist, ghostform
(see page 109), and spells when used to create concealment
effects (such as a wizard using permanent image to fill a corridor with illusory fire and smoke). In addition, when facing
a creature protected by mirror image, you can immediately
pick out the real creature from its figments. Your ability to
ignore the miss chance granted by magical concealment
doesn’t grant you any ability to ignore nonmagical concealment (so you would still have a 20% miss chance against an
invisible creature hiding in fog, for example).
Special: Taking this feat reduces your caster level for all
your spells and spell-like abilities by 4.
PIERCE MAGICAL PROTECTION
You can overcome the magical protections of your enemies.
Prerequisites: Con 13, Mage Slayer.
Benefit: Your contempt for magic is so fierce that as a
standard action you can make a melee attack that ignores
any bonuses to Armor Class granted by spells (including
spell trigger or spell completion effects created by magic
items such as wands or potions). If you deal damage to your
opponent, you also instantly and automatically dispel all
that opponent’s spells and spell effects that grant a bonus
to Armor Class.
Special: Taking this feat reduces your caster level for all
your spells and spell-like abilities by 4.
PRACTICED SPELLCASTER
82
Choose a spellcasting class that you possess. Your spells cast
from that class are more powerful.
Prerequisite: Spellcraft 4 ranks.
Benefit: Your caster level for the chosen spellcasting class
increases by 4. This benefit can’t increase your caster level
to higher than your Hit Dice. However, even if you can’t
benefit from the full bonus immediately, if you later gain
Hit Dice in levels of nonspellcasting classes, you might be
able to apply the rest of the bonus.
For example, a human 5th-level sorcerer/3rd-level fighter who
selects this feat would increase his sorcerer caster level from 5th
to 8th (since he has 8 Hit Dice). If he later gained a fighter level,
he would gain the remainder of the bonus and his sorcerer caster
level would become 9th (since he now has 9 Hit Dice).
A character with two or more spellcasting classes (such as
a bard/sorcerer or a ranger/druid) must choose which class
gains the feat’s effect.
This feat does not affect your spells per day or spells
known. It increases your caster level only, which would help
you penetrate spell resistance and increase the duration and
other effects of your spells.
Special: You may select this feat multiple times. Each time
you choose it, you must apply it to a different spellcasting
class. For instance, a 4th-level cleric/5th-level wizard who had
selected this feat twice would cast cleric spells as an 8th-level
caster and wizard spells as a 9th-level caster.
620_17925_Chpt3.indd 82
RANGED SPELL SPECIALIZATION
You deal more damage with ranged touch attack spells.
Prerequisites: Weapon Focus (ranged spell), caster
level 4th.
Benefit: Damage-dealing spells that require a ranged touch
attack roll gain a +2 bonus on the damage they deal. This extra
damage applies only to the first successful attack of spells
that create multiple rays or missiles, or to the first round of
damage for spells that deal damage over multiple rounds on
a single successful attack (such as Melf’s acid arrow). Because
you must be able to strike precisely, the extra damage applies
only to targets within 30 feet. Only spells that deal hit point
damage can be affected by this feat.
RECKLESS WAND WIELDER
You can increase the effectiveness of spells cast from a wand.
Prerequisites: Use Magic Device 1 rank, Craft Wand.
Benefit: By expending an additional charge, you can use a
wand as if its caster level was 2 higher than its normal level,
changing all the spell’s level-dependent effects. For example,
by expending 2 charges at once, a wand of magic missile (created
at caster level 3rd) can be used at caster level 5th, firing three
missiles instead of two. You can expend only 1 extra charge
at a time using this feat.
REPEAT SPELL [METAMAGIC]
You can cast a spell that repeats on the following round.
Prerequisite: Any metamagic feat.
Benefit: A repeated spell is automatically cast again at the
beginning of your turn in the following round. No matter
where you might have moved in the previous round, the
second spell originates from the same location and affects the
same area as the original spell. If the original spell designates
a ranged target, the repeated spell affects the same target if
it is within 30 feet of its original position; otherwise, the
second spell fails. Touch range spells cannot be affected by
this feat.
A repeated spell uses up a spell slot three levels higher
than the spell’s actual level.
SANCTUM SPELL [METAMAGIC]
Your spells are especially potent on home ground.
Prerequisite: Any metamagic feat.
Benefit: A sanctum spell has an effective spell level 1
higher than its normal level if cast in your sanctum (see
below), but if not cast in the sanctum, the spell has an effective spell level 1 lower than normal. All effects dependent
on spell level (including save DCs) are calculated according
to the adjusted level.
A sanctum spell uses a spell slot of the spell’s normal level.
Special: Your sanctum is a particular site, building, or
structure previously designated by you, and no larger than 20
feet/level in diameter. The designated area must be a site where
you have spent a cumulative period of at least three months.
Though a sanctum can be designated within a larger structure,
its special advantages do not apply beyond the maximum area.
9/15/04 2:46:10 PM
Once designated, it takes seven days for a site to become a
sanctum, and if you designate a new area to be your sanctum,
the benefits of the old one immediately fade.
SCULPT SPELL [METAMAGIC]
You possess a magical understanding of the nature of cold.
Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—chill
touch, ray of frost, resistance. Save DC 10 + spell level + your
Cha modifier.
SPELL HAND
You possess a magical understanding of the manipulation
of force.
Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—mage hand,
open/close, Tenser’s floating disk. Save DC 10 + spell level + your
Cha modifier.
SPLIT RAY [METAMAGIC]
Your ray spells can affect an additional target.
Prerequisite: Any metamagic feat.
Benefit: You can cause any ray spell to fire one additional
ray beyond the number normally allowed. The additional ray
requires a separate ranged touch attack roll to hit and deals
damage as normal. It can be fired at the same target as the first
ray or at a different target, but all rays must be aimed at targets
within 30 feet of each other and fired simultaneously.
A split ray spell uses a spell slot two levels higher than the
spell’s actual level.
SUDDEN EMPOWER [METAMAGIC]
You can cast a spell to greater effect without special
preparation.
Prerequisite: Any metamagic feat.
Benefit: Once per day, you can apply the effect of the
Empower Spell feat to any spell you cast without increasing
the level of the spell or specially preparing it ahead of time.
You can still use Empower Spell normally if you have it.
SUDDEN EXTEND [METAMAGIC]
You can make a spell last longer than normal without special
preparation.
620_17925_Chpt3.indd 83
You can cast a spell to maximum effect without special
preparation.
Prerequisite: Any metamagic feat.
Benefit: Once per day, you can apply the effect of the
Maximize Spell feat to any spell you cast without increasing
the level of the spell or specially preparing it ahead of time.
You can still use Maximize Spell normally if you have it.
SUDDEN QUICKEN [METAMAGIC]
CHAPTER 3
SOUL OF THE NORTH
SUDDEN MAXIMIZE [METAMAGIC]
ARCANE
FEATS
You can alter the area of your spells.
Prerequisite: Any metamagic feat.
Benefit: You can modify an area spell by changing the
area’s shape to either a cylinder (10-foot radius, 30 feet high), a
40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread),
or a 120-foot line. The sculpted spell works normally in all
respects except for its shape. For example, a lightning bolt
whose area is changed to a ball deals the same amount of
damage, but affects a 20-foot-radius spread.
A sculpted spell uses a spell slot one level higher than the
spell’s actual level.
Benefit: Once per day, you can apply the effect of the
Extend Spell feat to any spell you cast without increasing
the level of the spell or specially preparing it ahead of time.
You can still use Extend Spell normally if you have it.
You can cast a spell with a moment’s thought without special
preparation.
Prerequisites: Quicken Spell, Sudden Empower, Sudden
Extend, Sudden Maximize, Sudden Silent, Sudden Still.
Benefit: Once per day, you can apply the effect of the
Quicken Spell feat to any spell you cast without increasing
the level of the spell or specially preparing it ahead of time.
You can still use Quicken Spell normally.
SUDDEN SILENT [METAMAGIC]
You can cast a spell silently without special preparation.
Benefit: Once per day, you can apply the effect of the Silent
Spell feat to any spell you cast without increasing the level
of the spell or specially preparing it ahead of time. You can
still use Silent Spell normally if you have it.
SUDDEN STILL [METAMAGIC]
You can cast a spell without gestures or special preparation.
Benefit: Once per day, you can apply the effect of the Still
Spell feat to any spell you cast without increasing the level
of the spell or specially preparing it ahead of time. You can
still use Still Spell normally if you have it.
SUDDEN WIDEN [METAMAGIC]
You can increase a spell’s area without special preparation.
Benefit: Once per day, you can apply the effect of the
Widen Spell feat to any spell you cast without increasing the
level of the spell or specially preparing it ahead of time. You
can still use Widen Spell normally if you have it.
TOUCH SPELL SPECIALIZATION
You deal extra damage with touch spells.
Prerequisites: Weapon Focus (touch spell), caster
level 4th.
Benefit: Damage-dealing spells that require a melee touch
attack roll gain a +2 bonus on the damage they deal. This
extra damage applies only to the first successful attack of
spells that allow multiple touch attacks (such as chill touch).
Only spells that deal hit point damage can be affected by
this feat.
83
9/15/04 2:46:12 PM
TRANSDIMENSIONAL SPELL
Illus. by F. Vohwindel
ARCANE
FEATS
CHAPTER 3
[METAMAGIC]
You can cast spells that affect targets lurking in coexistent
planes and extradimensional spaces whose entrances fall
within the spell’s area.
Benefit: A transdimensional spell has its full normal
effect on incorporeal creatures, creatures on the Ethereal
Plane or the Plane of Shadow, and creatures within an
extradimensional space in the spell’s area. Such creatures
include ethereal creatures, creatures that are blinking or
shadow walking, manifested ghosts, and creatures within the
extradimensional space of a rope trick, portable hole, or familiar
pocket (see page 106).
You must be able to perceive a creature to target it with
a transdimensional spell, but you do not need to perceive a
creature to catch it in the area of a burst, cone, emanation,
or spread.
A transdimensional spell uses up a spell slot one level
higher than the spell’s actual level.
Normal: Only force spells and effects can affect ethereal
creatures, and no Material Plane attack affects creatures on
the Plane of Shadow or in an enclosed extradimensional
space. There is a 50% chance that any spell other than a force
effect fails against an incorporeal creature.
TWIN SPELL [METAMAGIC]
You can simultaneously cast a single spell twice.
Prerequisite: Any metamagic feat.
Benefit: Casting a twinned spell causes the spell to take
effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or
decisions you would make about the spell (including target
and area), are applied to both spells, with affected creatures
84
620_17925_Chpt3.indd 84
receiving all the effects of each spell individually (including
getting two saving throws if applicable).
A spell whose effects wouldn’t stack if it was cast twice
under normal circumstances will create redundant effects if
successfully twinned (see Combining Magical Effects, page
171 of the Player’s Handbook). For example, a twinned charm
person doesn’t create a more potent or long-lasting effect, but
any ally of the target would have to succeed on two dispel
attempts in order to free the target from the charm. As with
other metamagic feats, twinning a spell does not affect
its vulnerability to counterspelling, so a single successful
counterspell negates both instances of a twinned spell.
A twinned spell uses up a spell slot four levels higher than
the spell’s actual level.
WANDSTRIKE
You can channel the magical energy of a wand through your
melee attacks.
Prerequisite: Use Magic Device 4 ranks.
Benefit: As a standard action, you can make a melee touch
attack with a wand, expending one charge to deal 1d6 points
of damage to the creature struck. You apply no extra damage
to this attack regardless of its source (including sneak attack,
favored enemy, and smite bonuses), but you can activate the
wand as part of the attack. If the spell cast from the wand
is a ray or a targeted spell, the creature struck is the spell’s
target (with ray spells hitting automatically). If the spell
affects an area or creates a spread, you can designate the
spell’s point of origin at any grid intersection point of the
creature’s space (but doing so might put you in the affected
area). Spells with an effect that does not cover an area (such
as the various summon monster spells) cannot be used with a
wandstrike attack.
Mialee attacks with a transdimensional spell
9/15/04 2:46:14 PM
Illus. by M. Cavotta
agic is the weapons, armor, and tools of the trade
for an arcane caster, and an arcanist’s selection
of spells and the skill with which she wields
them can define her even more distinctly than
a master warrior’s choice of tactics and blade.
This chapter presents over 140 new arcane spells, a
number of which support the classes and prestige classes
introduced in Chapters 1 and 2. Some are updates and revisions of spells that appeared prior to DUNGEONS & DRAGONS
v.3.5, with others appearing here for the first time to round
out and support particular niches and effects in the various
schools of magic.
WEAPONLIKE SPELLS
Any spell that requires an attack roll and deals damage
functions as a weapon in certain respects, whether the spell
deals normal hit point damage, nonlethal damage, ability
damage, or energy drain. Such spells can threaten critical
hits, can be used in sneak attacks, and can be used with
favored enemy damage bonuses. You can even use a number
of combat-enhancing feats from the Player’s Handbook to
improve the effectiveness of weaponlike spells, as noted
in Chapter 3 of this book.
All such spells deal damage as spells, not weapons, so
Strength modifiers to damage and magical effects that increase
620_17925_Chpt4.indd 85
weapon damage (such as the bard’s inspire courage ability
and the prayer spell) don’t increase damage from a weaponlike spell. Likewise, a weaponlike spell that deals normal
damage can’t be used to deal nonlethal damage or vice versa
(except when modified by the Nonlethal Substitution
feat or in accordance with the specific regulations of a
nonlethal spell duel as described on page 176).
CRITICAL HITS
Unless the spell description says otherwise, a weaponlike spell threatens a critical hit on a roll of 20 and deals
double damage with a critical hit. Only damage that
the spell deals in the round it strikes is increased by
a critical hit. For example, if you score a critical hit
with Melf’s acid arrow, only damage dealt in the first
round of the spell’s duration is doubled.
Some weaponlike spells depend on a saving
throw to determine the damage doubled on a critical hit. For example, disintegrate deals 2d6 points of
damage per caster level on a failed Fortitude save,
but only 5d6 points of damage on a successful
save. If a critical hit is scored and the target makes
its saving throw, it takes 10d6 points of damage; on
a failed save, it takes 4d6 points of damage per caster
level, and in both cases is disintegrated if reduced
to 0 or fewer hit points by the spell.
85
9/15/04 3:03:26 PM
SPELLS AND
INVOCATIONS
CHAPTER 4
Extra damage from a critical hit is of the same type the spell Multiple Hits
deals normally. For example, ray of frost deals 1d3 points of
Some weaponlike spells can strike multiple times in the same
cold damage, so a critical hit deals 2d3 points of cold damage.
round. When the caster gets a bonus on damage with such spells
Likewise, a critical hit with an energy-draining spell deals
(including sneak attack damage), the extra damage applies only
twice its normal damage. A critical hit with an enervation
to the first attack, whether that attack hits or not.
spell bestows 2d4 negative levels, for example.
For example, a 7th-level sorcerer/3rd-level rogue with Point
Spells that require attack rolls but do not deal actual damage
Blank Shot makes a scorching ray attack at less than 30 feet (two
cannot score critical hits. For example, ray of enfeeblement
rays, each requiring a ranged touch attack roll and dealing
requires a ranged touch attack roll, but since the target of the
4d6 points of fire damage). If the first ray hits, it deals 6d6+1
spell takes a penalty to Strength (rather than Strength damage),
points of fire damage (4d6 normal + 2d6 sneak attack + 1 for
the spell cannot score a critical hit. Chill touch, on the other hand,
Point Blank Shot), while each subsequent ray deals only 4d6
deals 1d6 points of damage and 1 point of Strength damage (not
points of fire damage whether the first ray hits or not.
a Strength penalty) unless the target makes a Fortitude saving
throw, and so would deal 2d6 points of damage plus 2 points
of Strength damage on a critical hit with a failed save.
The following section presents new spells for assassins, bards,
SNEAK ATTACKS
clerics, druids, rangers, sorcerers, and wizards. It also features
Any weaponlike spell can be used to make a sneak attack,
complete spell lists for the warmage and wu jen.
including ranged spells used against targets within 30 feet
* Any spell in the warmage and wu jen spell lists marked
(just as with any other ranged sneak attack).
by an asterisk is a new spell, described in this chapter. For
A successful sneak attack with a weaponlike spell deals
all other warmage and wu jen spells, see Chapter 11 of the
extra damage of the same type as the spell normally deals.
Player’s Handbook.
For example, a 10th-level rogue/3rd-level wizard who makes a
An M or F appearing at the end of a spell’s name in the spell
successful sneak attack with Melf’s acid arrow deals 2d4 points
lists denotes a spell with a material or focus component,
of acid damage, plus an extra 5d6 points of acid damage for the
respectively, that is not normally included in a spell comsneak attack (with the spell continuing to deal acid damage as
ponent pouch. An X denotes a spell with an XP component
normal in subsequent rounds). The exception is spells that deal
paid by the caster.
energy drain or ability damage, which deal negative energy
Spell Name Changes: A few spells’ names have been
damage on a sneak attack, not extra negative levels or ability
slightly changed from previous appearances to make them
damage. For example, a 5th-level rogue/8th-level sorcerer who
easier to find in the chapter. The lesser orb spells, previously
makes a successful enervation sneak attack bestows 1d4 negative
found in Tome and Blood and Miniatures Handbook (lesser acid
levels and deals 3d6 points of negative energy damage.
orb, lesser cold orb, etc.) are now listed as “lesser orb of [energy
If a sneak attack with a weaponlike spell results in a critical
type],” while the orb spells, previously found in Tome and Blood
hit, the spell damage is doubled, but not the extra damage (as
(acid orb, cold orb, etc.), are now listed as “orb of [energy type].”
with any sneak attack critical hit).
Any reference to an older version of the spell name applies
SPELL LISTS
pqqqqqqqqqqqqqqqqqqqqrs
SWIFT AND IMMEDIATE ACTIONS
Some of the feats, spells, and items in Complete Arcane and other
DUNGEONS & DRAGONS supplements use two new action types:
the swift action and the immediate action. A description of how
each works follows.
Swift Action: A swift action consumes a very small amount
of time, but represents a larger expenditure of effort and energy
than a free action. You can perform one swift action per turn
without affecting your ability to perform other actions. In that
regard, a swift action is like a free action. However, you can
perform only a single swift action per turn, regardless of what
other actions you take. You can take a swift action any time you
would normally be allowed to take a free action. Swift actions
usually involve spellcasting or the activation of magic items;
many characters (especially those who don’t cast spells) never
have an opportunity to take a swift action.
Casting a quickened spell is a swift action (instead of a free
action, as stated in the Quicken Spell feat description in the Player’s Handbook). In addition, casting any spell with a casting time
of 1 swift action (such as aiming at the target) is a swift action.
Casting a spell with a casting time of 1 swift action does not
provoke attacks of opportunity.
Immediate Action: Much like a swift action, an immediate
action consumes a very small amount of time, but represents a
larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed
at any time—even if it’s not your turn. Casting feather fall is an
immediate action (instead of a free action, as stated in the spell
description in the Player’s Handbook), since the spell can be cast
at any time.
Using an immediate action on your turn is the same as using
a swift action, and counts as your swift action for that turn. You
cannot use another immediate action or a swift action until after
your next turn if you have used an immediate action when it is
not currently your turn (effectively, using an immediate action
before your turn is equivalent to using your swift action for the
coming turn). You also cannot use an immediate action if you
are currently flat-footed.
pqqqqqqqqqqqqqqqqqqqqrs
86
620_17925_Chpt4.indd 86
9/15/04 3:03:31 PM
equally to the new spell name. For example, a wizard with
lesser fire orb in her spellbook should update that to lesser orb
of fire.
6TH-LEVEL CLERIC SPELL
NEW ASSASSIN SPELLS
7TH-LEVEL CLERIC SPELL
1ST-LEVEL ASSASSIN SPELL
Fire Shuriken: Magical shuriken deal 3d6 fire damage.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2
Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
4TH-LEVEL ASSASSIN SPELL
Heart Ripper: Kills living creatures with less than 4 HD.
NEW BARD SPELLS
2ND-LEVEL BARD SPELLS
Force Whip: Whip of magical force keeps animals at bay
and can frighten animals as ranged touch attack.
Whirling BladeF : Hurled slashing weapon magically
attacks all foes in 60-ft. line.
4TH-LEVEL BARD SPELLS
Resonating Bolt: Sonic energy deals 1d4 damage/level
(max 10d4).
Unluck: Target remakes all rolls, uses worse result for 1
round/level.
5TH-LEVEL BARD SPELLS
Blink, Greater: Controlled blinking between the Material
and Ethereal Planes grants defenses for 1 round/level.
Leomund’s Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.
NEW CLERIC SPELLS
3RD-LEVEL CLERIC SPELLS
Resist Energy, Mass: Targeted creatures ignore damage
from specified energy type.
Ring of Blades: Blades surround you, damaging other
creatures (1d6+1/level damage).
4TH-LEVEL CLERIC SPELL
Assay Resistance: +10 bonus on caster level checks to
defeat one creature’s spell resistance.
5TH-LEVEL CLERIC SPELL
Blistering Radiance: Sphere of light blinds creatures,
deals 2d6 fire damage in 50-ft.-radius spread.
620_17925_Chpt4.indd 87
8TH-LEVEL CLERIC SPELL
Brilliant Blade: Weapon or projectiles shed light, ignore
armor.
9TH-LEVEL CLERIC SPELL
Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
CHAPTER 4
2ND-LEVEL ASSASSIN SPELLS
Withering Palm: Touch attack deals 1 point Str damage
plus 1 point Con damage/two levels.
SPELLS AND
INVOCATIONS
Low-Light Vision: See twice as far as a human in poor
illumination.
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.
NEW DRUID SPELLS
1ST-LEVEL DRUID SPELLS
Animate Water: Turn Small or smaller quantity of water
into animated object.
Animate Wood: Turn Small or smaller wooden item into
animated object.
2ND-LEVEL DRUID SPELLS
Animate Fire: Turn Small or smaller fire into animated
object.
Chameleon: Subject gets +10 on Hide checks.
Swim: Subject gains swim speed, +8 bonus on Swim
checks.
3RD-LEVEL DRUID SPELLS
Resist Energy, Mass: Targeted creatures ignore damage
from specified energy type.
Thornskin: Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 1d4 damage.
4TH-LEVEL DRUID SPELL
Arc of Lightning: Line of electricity between two creatures (1d6/level damage).
5TH-LEVEL DRUID SPELL
Wood Rot: Destroy wooden items or deal 3d6 + 1/level
damage (max +15) to plant creatures.
6TH-LEVEL DRUID SPELL
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.
9TH-LEVEL DRUID SPELLS
Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
Transmute Rock to Lava: Transforms one 10-ft. cube
with subsequent fire damage and effects.
87
9/15/04 3:03:33 PM
NEW RANGER SPELLS
1ST-LEVEL RANGER SPELL
Low-Light Vision: See twice as far as a human in poor
illumination.
SPELLS AND
INVOCATIONS
CHAPTER 4
2ND-LEVEL RANGER SPELL
Blades of Fire: Your melee weapons deal +1d6 fire damage
for 1 round.
NEW SORCERER/
WIZARD SPELLS
0-LEVEL SORCERER/WIZARD SPELLS
(CANTRIPS)
Trans Repair Minor Damage: Repairs 1 point of damage
to any construct.
1ST-LEVEL SORCERER/WIZARD
SPELLS
Conj
Orb of Acid, Lesser: Ranged touch attack deals 1d8
acid damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Cold, Lesser: Ranged touch attack deals
1d8 cold damage + 1d8/two levels beyond 1st (max
5d8).
Orb of Electricity, Lesser: Ranged touch attack
deals 1d8 electricity damage + 1d8/two levels beyond
1st (max 5d8).
Orb of Fire, Lesser: Ranged touch attack deals 1d8
fire damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Sound, Lesser: Ranged touch attack deals
1d6 sonic damage + 1d6/two levels beyond 1st (max
5d6).
Necro Backbiter: Wooden-hafted weapon strikes wielder.
Trans Fist of Stone: Gain +6 Str and natural slam attack.
Low-Light Vision: See twice as far as a human in
poor illumination.
Repair Light Damage: Repairs 1d8 +1/level damage
(max +5) to any construct.
2ND-LEVEL SORCERER/WIZARD
SPELLS
Conj
88
Blades of Fire: Your melee weapons deal +1d6 fire
damage for 1 round.
Evoc Fireburst: Adjacent subjects take 1d8/level fire
damage.
Illus Phantasmal Assailants: Nightmare creatures strike
target for 4 Wis damage, 4 Dex damage.
Wall of Gloom: Shadow barrier obscures vision and
deters passage.
Trans Earthen Grasp: Arm made of earth and soil grapples
foes.
Repair Moderate Damage: Repairs 2d8 +1/level
damage (max +10) to any construct.
620_17925_Chpt4.indd 88
Swim: Subject gains swim speed, +8 bonus on Swim
checks.
Whirling BladeF: Hurled slashing weapon magically
attacks all foes in 60-ft. line.
Univ Familiar Pocket: Garment or container becomes
extradimensional safe haven for your familiar.
3RD-LEVEL SORCERER/WIZARD
SPELLS
Abjur Sign of SealingM: Magical sigil protects door or chest,
deals 1d4/level damage (max 10d4) if opened.
Conj Bands of Steel: Metallic bands immobilize or
entangle target for 1 round/level.
Corpse Candle: Ghostly hand and candle sheds
light, affects incorporeal creatures.
Mage Armor, GreaterM: Gives subject +6 armor
bonus.
Div
Discern Shapechanger: Penetrates disguises and
identifies shapechanging creatures.
Evoc Resonating Bolt: Sonic energy deals 1d4 damage/
level (max 10d4).
Illus Shadow Binding: Ribbonlike shadows daze and
entangle creatures in 10-ft.-radius burst.
Trans Repair Serious Damage: Repairs 3d8 +1/level
damage (max +15) to any construct.
Stony Grasp: Arm made of soil and rock grapples
foes.
Univ Enhance Familiar: Your familiar receives +2 bonus
on saves, combat rolls, and AC for 1 hour/level.
4TH-LEVEL SORCERER/WIZARD
SPELLS
Abjur Anticipate Teleportation F : Predict and delay
the arrival of creatures teleporting into range by 1
round.
Otiluke’s Dispelling Screen: Targeted dispel magic
on any creatures and unattended items, +10 max on
caster level check.
Resist Energy, Mass: Targeted creatures ignore
damage from specified energy type.
Conj Blast of Flame: 60-ft. cone of fi re (1d6/level
damage).
Orb of Acid: Ranged touch, 1d6/level acid damage
and target might be sickened.
Orb of Cold: Ranged touch, 1d6/level cold damage
and target might be blinded.
Orb of Electricity: Ranged touch, 1d6/level electricity damage and target might be entangled.
Orb of Fire: Ranged touch, 1d6/level fire damage
and target might be dazed.
Orb of Force: Globe of force deals 1d6/level damage
(max 10d6).
Orb of Sound: Ranged touch, 1d4/level sonic damage
and target might be deafened.
Div
Assay Resistance: +10 bonus on caster level checks
to defeat one creature’s spell resistance.
9/15/04 3:03:35 PM
Abjur Aiming at the Target: +10 bonus on Concentration
checks for previously cast spell.
Duelward: +4 on Spellcraft checks, counterspell as
an immediate action.
Reciprocal Gyre: Creature or object takes 1d6
damage/level of spell affecting it (max 25d6).
Refusal: Spellcasters and creatures with spell-like
abilities are prevented from entering an area.
Conj Arc of Lightning: Line of electricity between two
creatures (1d6/level damage).
Freezing Fog: Fog slows creatures, obscures vision,
hinders movement.
Leomund’s Hidden Lodge: Creates sturdy cottage
camouflaged to blend into natural surroundings.
Servant Horde: Create 2d6 unseen servants +1/level
(max +15).
Vitriolic Sphere: Potent acid deals 1d4/level damage
(max 15d4) plus possible damage in following two
rounds.
Evoc Fire Shield, Mass*: Creatures attacking allies take
damage; allies are protected from fire or cold.
Fireburst, Greater: Subjects within 10 ft. take
1d8/level fire damage.
Prismatic Ray: Ray of light blinds target, deals
random effect.
Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent
save.
Necro Spiritwall: Wall of spirit-forms causes panic, deals
1d10 damage if touched, can bestow negative levels
if passed through.
Trans Blink, Greater: Controlled blinking between the
Material and Ethereal Planes grants defenses for 1
round/level.
Fly, Mass: One creature/level flies at speed of
60 ft.
620_17925_Chpt4.indd 89
Abjur Sign of Sealing, GreaterM: Magical sigil protects
door, chest, or open space, deals 1d6/level damage
(max 20d6) if opened.
Ench Transfix: Humanoids freeze in place until condition
you specify is met.
Illus Illusory Pit: Creatures in area are stunned or
knocked prone while believing they’re falling.
Necro Arrow of BoneM: Missile or thrown weapon gains
+4 bonus, target takes 3d6 +1/level damage (max +15)
or is slain.
Trans Brilliant Blade: Weapon or projectiles shed light,
ignore armor.
Fiendform: Assume form and abilities of fiendish
creature, demon, or devil.
Univ Imbue Familiar with Spell Ability: You transfer
spells and casting ability into your familiar.
CHAPTER 4
5TH-LEVEL SORCERER/WIZARD
SPELLS
6TH-LEVEL SORCERER/WIZARD
SPELLS
SPELLS AND
INVOCATIONS
Unluck: Target remakes all rolls, uses worse result
for 1 round/level.
Evoc Blistering Radiance: Sphere of light blinds creatures, deals 2d6 fire damage in 50-ft.-radius spread.
Defenestrating SphereF: Cloudy gray sphere knocks
enemies prone, hurls them upward for subsequent
falling damage.
Necro Burning Blood: Target takes 1d8 acid damage plus
1d8 fire damage/round.
Trans Darkvision, Mass: Creatures in 10-ft. radius gain
ability to see 60 ft. in total darkness.
Repair Critical Damage: Repairs 4d8 +1/level
damage (max +20) to any construct.
Univ Fortify Familiar: Your familiar gains 2d8 temporary
hit points, +2 to armor, 25% chance to avoid extra
sneak attack and critical hit damage.
7TH-LEVEL SORCERER/WIZARD
SPELLS
Abjur Energy Immunity: Subject and equipment gain
immunity to damage of specified energy type.
Otiluke’s Greater Dispelling Screen: Targeted
dispel magic on any creatures and unattended items,
+20 max on caster level check.
Evoc Emerald Flame Fist: Touch attack deals 3d6 + 1/level
fire damage (max +20); target can be engulfed by
flame for additional damage.
Necro Sword of DarknessM: Blade of negative energy
attacks independently, deals 1d4 damage, bestows
one negative level.
Trans Ghostform: You assume incorporeal form and gain
some incorporeal traits and bonuses.
8TH-LEVEL SORCERER/WIZARD
SPELLS
Abjur Anticipate Teleportation, GreaterF : Predict and
delay the arrival of creatures teleporting into range
by 3 rounds.
Necro Blackfire: Target is engulfed in black flame, takes
1d4 Con damage and becomes nauseated; flames and
effects can spread to adjacent living creatures.
Heart of StoneF,X: Exchange your heart with stone
heart to gain damage reduction, resistance to energy
for 1 year.
Trans Flensing: Pain and trauma deal 2d6 damage, 1d6
Con damage, 1d6 Cha damage for up to 4 rounds.
9TH-LEVEL SORCERER/WIZARD
SPELLS
Abjur Absorption: You absorb targeted spell energy to
power spells of your own.
Reaving Dispel: On a targeted dispel, steal spell
power and effects for yourself.
89
9/15/04 3:03:36 PM
SPELLS AND
INVOCATIONS
CHAPTER 4
Conj
Sphere of Ultimate Destruction: Featureless black
sphere moves 30 ft./round, disintegrates on ranged
touch attack.
Summon Elemental MonolithM: Calls powerful
elemental creature to fight for you.
Ench Programmed AmnesiaM: Destroy, alter, or replace
memories in target creature.
Illus Superior Invisibility: Subject is invisible to sight,
hearing, and scent for 1 min./level, and can attack.
Trans Transmute Rock to Lava: Transforms one 10-ft.
cube with subsequent fire damage and effects.
WARMAGE SPELLS
0-LEVEL WARMAGE SPELLS
(CANTRIPS)
Acid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
1ST-LEVEL WARMAGE SPELLS
Accuracy*: Doubles weapon’s range increment.
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Fist of Stone*: Gain +6 Str and natural slam attack.
Hail of StoneM*: Rain of stone deals 1d4/level damage
(max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels
above 1st (max 5).
Orb of Acid, Lesser*: Ranged touch attack deals 1d8 acid
damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Cold, Lesser*: Ranged touch attack deals 1d8 cold
damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Electricity, Lesser*: Ranged touch attack deals
1d8 electricity damage + 1d8/two levels beyond 1st (max
5d8).
Orb of Fire, Lesser*: Ranged touch attack deals 1d8 fire
damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Sound, Lesser*: Ranged touch attack deals 1d6
sonic damage + 1d6/two levels beyond 1st (max 5d6).
Shocking Grasp: Touch delivers 1d6/level electricity
damage (max 5d6).
True Strike: +20 on your next attack roll.
2ND-LEVEL WARMAGE SPELLS
Blades of Fire*: Your melee weapons deal +1d6 fire
damage for 1 round.
Continual FlameM: Makes a permanent, heatless torch.
Fire TrapM: Opened object deals 1d4 +1/level fire damage.
Fireburst*: Adjacent subjects take 1d8/level fire damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage,
lasts 1 round/level.
90
620_17925_Chpt4.indd 90
Ice Knife*: Magical shard of ice deals 2d8 cold damage
plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.radius burst.
Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for
1 round +1 round/three levels.
Pyrotechnics: Turns fire into blinding light or choking
smoke.
Scorching Ray: Ranged touch attack deals 4d6 fire
damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline
creatures.
Whirling BladeF*: Hurled slashing weapon magically
attacks all foes in 60-ft. line.
3RD-LEVEL WARMAGE SPELLS
Fire Shield: Creatures attacking you take fire damage;
you’re protected from heat or cold.
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Lightning Bolt: Electricity deals 1d6/level damage.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Ring of Blades*: Blades surround you, damaging other
creatures (1d6+1/level damage).
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
4TH-LEVEL WARMAGE SPELLS
Blast of Flame*: 60-ft. cone of fire (1d6/level damage).
Contagion: Infects subject with chosen disease.
Evard’s Black Tentacles: Tentacles grapple all within 20ft. spread.
Orb of Acid*: Ranged touch, 1d6/level acid damage and
target might be sickened.
Orb of Cold*: Ranged touch, 1d6/level cold damage and
target might be blinded.
Orb of Electricity*: Ranged touch, 1d6/level electricity
damage and target might be entangled.
Orb of Fire*: Ranged touch, 1d6/level fire damage and
target might be dazed.
Orb of Force*: Globe of force deals 1d6/level damage (max
10d6).
Orb of Sound*: Ranged touch, 1d4/level sonic damage
and target might be deafened.
Phantasmal Killer: Fearsome illusion kills subject or
deals 3d6 damage.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4
out to 20 ft. Passing through wall deals 2d6 damage
+1/level.
5TH-LEVEL WARMAGE SPELLS
Arc of Lightning*: Line of electricity between two creatures (1d6/level damage).
9/15/04 3:03:38 PM
Acid Fog: Fog deals acid damage.
Blade Barrier: Wall of blades deals 1d6/level damage.
Chain Lightning: 1d6/level damage; 1 secondary bolt/
level each deals half damage.
Circle of DeathM: Kills 1d4/level HD of creatures.
Disintegrate: Makes one creature or object vanish.
Fire Seeds: Acorns and berries become grenades and
bombs.
Otiluke’s Freezing Sphere: Freezes water or deals cold
damage.
Tenser’s TransformationM: You gain combat bonuses.
7TH-LEVEL WARMAGE SPELLS
Delayed Blast Fireball: 1d6/level fire damage; you can
postpone blast for 5 rounds.
Earthquake: Intense tremor shakes 80-ft. radius.
Finger of Death: Kills one subject.
Fire Storm: Deals 1d6/level fire damage.
Mordenkainen’s SwordF: Floating magic blade strikes
opponents.
Prismatic Spray: Rays hit subjects with variety of effects.
Sunbeam: Beam blinds and deals 4d6 damage.
Waves of Exhaustion: Several targets become exhausted.
8TH-LEVEL WARMAGE SPELLS
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Polar Ray: Ranged touch attack deals 1d6/level cold
damage.
Prismatic Wall: Wall’s colors have array of effects.
Scintillating Pattern: Twisting colors make target confused, stunned, or unconscious.
Shout, Greater: Devastating yell deals 10d6 sonic damage,
stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
WU JEN SPELLS
0-LEVEL WU JEN SPELLS (CANTRIPS)
Fire
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Water Ray of Frost: Ray deals 1d3 cold damage.
Arcane Mark: Inscribes a personal rune (visible or
invisible).
Daze: Humanoid creature of 4 HD or less loses next
action.
Detect Magic: Detects spells and magic items within
60 ft.
Detect Poison: Detects poison in one creature or small
object.
Disrupt Undead: Deals 1d6 damage to one undead.
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
1ST-LEVEL WU JEN SPELLS
All
Earth
Fire
Metal
Water
9TH-LEVEL WARMAGE SPELLS
Elemental Swarm: Summons multiple elementals.
Implosion: Kills one creature/round.
Meteor Swarm: Four exploding spheres each deal 6d6 fire
damage.
Prismatic Sphere: Rays hit subjects with variety of
effects.
620_17925_Chpt4.indd 91
CHAPTER 4
6TH-LEVEL WARMAGE SPELLS
Wail of the Banshee: Kills one creature/level.
Weird: As phantasmal killer, but affects all within 30 ft.
SPELLS AND
INVOCATIONS
Cloudkill: Kills 3 HD or less; 4–6 HD save or die; 6+ HD
take Con damage.
Cone of Cold: 1d6/level cold damage.
Fire Shield, Mass*: Creatures attacking allies take
damage; allies are protected from fire or cold.
Fireburst, Greater*: Subjects within 10 ft. take 1d8/level
fire damage.
Flame Strike: Smite foes with divine fire (1d6/level
damage).
Prismatic Ray*: Ray of light blinds target, deals random
effect.
Wood
Elemental Burst*: Elemental target explodes with
varying effects.
Endure Elements: Exist comfortably in hot or cold
environments.
Hail of StoneM*: Rain of stone deals 1d4/level
damage (max 5d4).
Fiery Eyes*: Your glowing eyes illuminate area and
can ignite combustible items.
Melt*: Melt ice and snow or deal 2/level damage (max
10) to magical ice or cold creatures.
Smoke LadderF*: Smoke transforms into ladder up
to 10 ft. long/level.
Iron Scarf*: Ranged attack deals 1d8 damage +1/
level.
Magic Weapon: Weapon gains +1 bonus.
Animate Water*: Turn Small or smaller quantity of
water into animated object.
Cobra’s Breath*: Cone of poison deals 1d3 Con
damage.
Obscuring Mist: Fog surrounds you.
Animate Wood*: Turn Small or smaller wooden
item into animated object.
Backbiter*: Wooden-hafted weapon strikes
wielder.
91
9/15/04 3:03:40 PM
SPELLS AND
INVOCATIONS
CHAPTER 4
Accuracy*: Doubles weapon’s range increment.
Animate Rope: Makes a rope move at your command.
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all spoken and
written languages.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells,
or objects of selected alignment.
Disguise Self: Changes your appearance.
Ghost Light*: Ghostly green radiance can be shaped and
manipulated, causes fear.
Hold Portal: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
Jump: Subject gets bonus on Jump checks.
Magic Missile: 1d4+1 damage; +1 missile/two levels
above 1st (max 5).
Protection from Chaos/Evil/Good/Law: +2 to AC and
saves, counter mind control, hedge out elementals and
outsiders.
Scales of the Lizard*: Grants +2 or higher enhancement
bonus to natural armor.
Secret Signs*: Communicate a simple nonverbal message
to one intelligent creature.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Summon Monster I: Calls extraplanar creature to fight
for you.
True Strike: +20 on your next attack roll.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 min./level.
2ND-LEVEL WU JEN SPELLS
All
92
Resist Energy: Ignores 10 or more points of damage/
attack from specified energy type.
Earth Bear’s Endurance: Subject gains +4 to Con for 1
min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./
level.
Fire Animate Fire*: Turn Small or smaller fire into
animated object.
Cat’s Grace: Subject gains +4 to Dex for 1 min./
level.
Fire Shuriken*: Magical shuriken deal 3d6 fire
damage.
Pyrotechnics: Turns fire into blinding light or
choking smoke.
Metal Entangling Scarf*: Successful ranged touch attack
entangles a foe.
Protection from Arrows: Subject immune to most
ranged attacks.
Rain of Needles*: Ranged attacks deal total 1d4/level
damage (max 5d4).
Water Fog Cloud: Fog obscures vision.
Ice Blast*: Spray of ice crystals deals 1d6/two
levels cold damage (max 10d6) and makes targets
fatigued.
620_17925_Chpt4.indd 92
Ice Knife*: Magical shard of ice deals 2d8 cold
damage plus 2 Dex damage, or deals 1d8 cold damage
in 10-ft.-radius burst.
Swim*: Subject gains swim speed, +8 bonus on Swim
checks.
Wood Warp Wood: Bends wood (shaft, handle, door,
plank).
Wood Shape: Rearranges wooden objects to suit
you.
Alter Self: Assume form of a similar creature.
Apparition*: Subject’s face takes on terrifying appearance,
viewers may become shaken.
Arcane LockM: Magically locks a portal or chest.
Blur: Attacks miss subject 20% of the time.
Chameleon*: Subject gets +10 on Hide checks.
Detect Thoughts: Allows “listening” of surface thoughts.
Force Whip*: Whip of magical force keeps animals at bay
and can frighten animals as ranged touch attack.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until
it attacks.
Kiss of the Toad*: Touch deals 1d6 Con damage, repeats
in 1 min.
Knock: Opens locked or magically sealed door.
Lightning Blade*: Blade of electricity energy deals total
1d6 damage/level as touch attack or ranged touch attack.
Locate Object: Senses direction toward object (specific or
type).
Minor Image: As silent image, plus some sound.
Misdirection: Misleads divinations for one creature or
object.
Protection from Charm*: Subject gains +1/three levels
bonus (max +5) on saves against charm and compulsion.
Rope Trick: As many as eight creatures hide in extradimensional space.
See Invisibility: Reveals invisible creatures or objects.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Monster II: Calls extraplanar creature to fight
for you.
Wall of Gloom*: Shadow barrier obscures vision and
deters passage.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL WU JEN SPELLS
All
Protection from Energy: Absorb 12 points/level
of damage from one kind of energy.
Earth Earthbolt*: Seismic pulse deals 1d6/level damage
to creatures along its path.
Terra Cotta WarriorM*: Statuette becomes a Medium
animated object which fights for you.
Fire Fire Wings*: Your arms become flaming wings
capable of flight and dealing +2d6 fire damage on
unarmed attacks.
9/15/04 3:03:42 PM
4TH-LEVEL WU JEN SPELLS
All
Elemental Ward*: Drives elementals away.
ScryingF : Spies on subject from a distance.
Earth Dimension Door: Teleports you short distance.
Stoneskin M : Ignore 10 points of damage per
attack.
Fire Fire Shield: Creatures attacking you take fire
damage; you’re protected from heat or cold.
Fire TrapM: Opened object deals 1d4 damage +1/
level.
Wall of Fire: Deals 2d4 fire damage out to 10 ft.
and 1d4 out to 20 ft. Passing through wall deals 2d6
damage +1/level.
Metal Dancing Blade*: Target sword fights independently.
620_17925_Chpt4.indd 93
CHAPTER 4
Commune with Lesser SpiritM*: Lesser spirit creature
answers one question/two levels.
Corpse Candle*: Ghostly hand and candle sheds light,
affects incorporeal creatures.
Discern Shapechanger*: Penetrates disguises and identifies shapechanging creatures.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Haste: One creature/level moves faster, +1 on attack rolls,
AC, and Reflex saves.
Illusory ScriptM: Only intended reader can decipher.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Major Image: As silent image, plus sound, smell, and thermal effects.
Remove Curse: Frees object or person from curse.
Suggestion: Compels subject to follow stated course of
action.
Summon Monster III: Calls extraplanar creature to fight
for you.
Tongues: Speak any language.
Poison Needles*: Hail of poison needles deals range
of effects to target.
Rusting Grasp: Your touch corrodes iron and
alloys.
Water Ice Storm: Hail deals 5d6 damage in cylinder 40 ft.
across.
Solid Fog: Blocks vision and slows movement.
Wall of Ice: Ice plane creates wall with 15 hp +1/level,
or hemisphere can trap creatures inside.
Water to PoisonM*: Transform water into ingested
poison.
Wood Antiplant Shell: Keeps animated plants at bay.
Command Plants: Sway the actions of one or more
plant creatures.
SPELLS AND
INVOCATIONS
Fireball: 1d6 damage per level, 20-ft. radius.
Metal Keen Edge: Doubles normal weapon’s threat
range.
Magic Weapon, Greater: +1/four levels (max +5).
Magnetism*: Draw iron or steel objects to yourself
with effective Str 30.
Water Gaseous Form: Subject becomes insubstantial and
can fly slowly.
Steam Breath*: Superheated steam deals 1d6/level
fire damage (max 10d6).
Stinking Cloud: Nauseating vapors, 1 round/
level.
Water Breathing: Subjects can breathe underwater.
Wood Plant Growth: Grows vegetation, improves crops.
Thornskin*: Your unarmed attacks deal +1d6
damage; natural and unarmed attacks against you
take 1d4 damage.
Animate DeadM: Creates undead skeletons and zombies.
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Creeping Darkness*: Cloud of inky blackness moves at
your command.
Crushing Despair: Subjects take –2 on attack rolls,
damage rolls, saves, and checks.
Dismissal: Forces a creature to return to native plane.
Globe of Invulnerability, Lesser: Stops 1st- through 3rdlevel spell effects.
Good Hope: Subjects gain +2 on attack rolls, damage rolls,
saves, and checks.
Heart Ripper*: Kills living creatures with less than 4
HD.
Invisibility, Greater: As invisibility, but subject can attack
and stay invisible.
Locate Creature: Indicates direction to familiar creature.
Minor Creation: Creates one cloth or wood object.
Pain*: Wracking pain gives targets –4 on attack rolls, skill
and ability checks.
Polymorph: Gives one willing subject a new form.
Resist Energy, Mass*: Targeted creatures ignore damage
from specified energy type.
Shout: Deafens all within cone and deals 5d6 sonic
damage.
Snake Darts*: Two snakes hit one or two targets, deal 3d6
damage and inject poison (1d6 Con damage, repeats in 1
min.)
Spirit Binding, Lesser*: Traps spirit creature of 8 HD or
less until it performs a task.
Summon Monster IV: Calls extraplanar creature to fight
for you.
Wall of Bones*: Shapeable wall grants cover and concealment, deals damage to anyone who tries to pass.
5TH-LEVEL WU JEN SPELLS
Earth Stone Shape: Sculpts stone into any shape.
Terra Cotta LionM*: Statuette becomes a Huge
animated object which fights for you.
Wall of Stone: Creates a stone wall that can be
shaped.
93
9/15/04 3:03:44 PM
SPELLS AND
INVOCATIONS
Fire Breath*: Ranged touch attack deals 1d8/two
levels fire damage (max 10d8) for 1 round/level.
Metal Metal Skin*: Grants +8 natural armor bonus, –2 to
Dex.
Water Cone of Cold: 1d6/level cold damage.
Wood Wood Rot*: Destroy wooden items or deal 3d6 +
1/level damage (max +15) to plant creatures.
CHAPTER 4
Fire
Aiming at the Target*: +10 bonus on Concentration
checks for previously cast spell.
Animal Growth: One animal/two levels doubles in size.
Arc of Lightning*: Line of electricity between two creatures (1d6/level damage).
Baleful Polymorph: Transforms subject into harmless
animal.
Dominate Person: Controls humanoid telepathically.
Dream: Sends message to anyone sleeping.
Fabricate: Transforms raw materials into finished items.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Major Creation: As minor creation, plus stone and metal.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Passwall: Creates passage through wood or stone wall.
PermanencyX: Makes certain spells permanent.
Persistent Image: As major image, but no concentration
required.
Servant Horde*: Create 2d6 unseen servants +1/level
(max +15).
Spirit Self*: Your incorporeal spirit separates from your
body.
Summon Monster V: Calls extraplanar creature to fight
for you.
Summoning Wind*: Send a short message to 10 creatures/level.
Sword of Deception*: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.
Symbol of PainM: Triggered rune wracks nearby creatures
with pain.
Symbol of SleepM: Triggered rune puts nearby creatures
into catatonic slumber.
Telekinesis: Moves object, attacks creature, or hurls
object or creature.
Teleport: Instantly transports you as far as 100 miles/level.
Vitriolic Sphere*: Potent acid deals 1d4/level damage
(max 15d4) plus possible damage in following two
rounds.
Wall of Force: Wall is immune to damage.
6TH-LEVEL WU JEN SPELLS
Earth Flesh to Stone: Turns subject creature into statue.
Move Earth: Digs trenches and builds hills.
Stone to Flesh: Restores petrified creature.
Fire Fire Seeds: Acorns and berries become grenades
and bombs.
Metal Spirit Needle*: Needle pins spirit in place in corporeal form.
Wall of IronM: 30 hp/four levels, can topple onto
foes.
Water Control Water: Raises or lowers bodies of water.
Wood Ironwood: Magic wood is strong as steel.
Repel Wood: Pushes away wooden objects.
Control Weather: Changes weather in local area.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Geas/Quest: As lesser geas, plus it affects any creature.
Globe of Invulnerability: As lesser globe of invulnerability,
plus 4th-level spell effects.
Permanent Image: Includes sight sound and smell.
Programmed ImageM: As major image, plus triggered by
event.
Repulsion: Creatures can’t approach you.
Speak with Dead: Corpse answers one question/two
levels.
Spirit Binding*: As lesser spirit binding, but traps up to 16
HD of spirits.
Suggestion, Mass: As suggestion, plus one subject/level.
Summon Monster VI: Calls extraplanar creature to fight
for you.
Symbol of FearM: Triggered rune panics nearby creatures.
Symbol of PersuasionM: Triggered rune charms nearby
creatures.
Transfix*: Humanoids freeze in place until condition you
specify is met.
True SeeingM: Lets you see all things as they really are.
Veil: Changes appearance of group of creatures.
pqqqqqqqqqqqqqqqqqqqqrs
USING THE HEXBLADE WITH COMPLETE ARCANE
The hexblade (a new standard class introduced in Complete
Warrior) has its own class spell list, which focuses on enchantment, necromancy, and transmutation spells, but also includes
some abjurations, illusions, and other effects. You can add the
following new spells (appearing in this book) to the hexblade’s
class spell list.
1st-Level Hexblade Spells
Backbiter: Wooden-hafted weapon strikes wielder.
94
2nd-Level Hexblade Spells
Phantasmal Assailants: Nightmare creatures strike target for 4
Wis damage, 4 Dex damage.
Whirling BladeF: Hurled slashing weapon magically attacks all
foes in 60-ft. line.
4th-level Hexblade Spells
Assay Resistance: +10 bonus on caster level checks to defeat one
creature’s spell resistance.
Unluck: Target remakes all rolls, uses worse result for 1 round/
level.
pqqqqqqqqqqqqqqqqqqqqrs
620_17925_Chpt4.indd 94
9/15/04 3:03:46 PM
7TH-LEVEL WU JEN SPELLS
8TH-LEVEL WU JEN SPELLS
Earth Earthquake: Intense tremor shakes 80-ft. radius.
Fire Incendiary Cloud: Cloud deals 4d6 fire damage/
round.
Metal Repel Metal or Stone: Pushes away metal and
stone.
Water Cloud Chariot*: You and allies fly on a fast-moving
cloud.
pqqqqqqqqqrs
SPELLS FROM ORIENTAL ADVENTURES
Some of the spells in this chapter were first introduced in Oriental Adventures, and appeared on class spell lists in addition
to the wu jen. Though those classes aren’t listed in the level
information of the spell descriptions here, any of these updated
spells can be used by Oriental Adventures classes able to use
the original spell.
pqqqqqqqqqrs
620_17925_Chpt4.indd 95
CHAPTER 4
Body Outside Body*: Create one duplicate of yourself/
five levels.
Commune with Greater SpiritMX*: Any spirit creature
answers one question/level.
Disintegrate: Makes one creature or object vanish.
Energy Immunity*: Subject and equipment are gain
immunity to damage of specified energy type.
Ethereal Jaunt: You become ethereal for 1 round/level.
Giant Size*: You grow to Huge or larger size.
Limited Wish X: Alters reality—within spell limits.
Power Word Blind: Blinds creature with 200 hp or less.
Reanimation*: Dead creature restored to functional half
life with 1 hp.
Summon Monster VII: Calls extraplanar creature to
fight for you.
Sword of DarknessM*: Blade of negative energy attacks
independently, deals 1d4 damage, bestows one negative
level.
Symbol of StunningM: Triggered rune stuns nearby
creatures.
Symbol of WeaknessM: Triggered rune weakens nearby
creatures.
Teleport, Greater: As teleport, but no range limit and no
off-target arrival.
Teleport Object: As teleport, but affects a touched object.
Withering Palm*: Touch attack deals 1 point Str damage
plus 1 point Con damage/two levels.
Antipathy: Object or location affected by spell repels
certain creatures.
Finding the Center*: Automatically maintain concentration on previously cast spell.
Mind Blank: Subject is immune to mental/emotional
magic and scrying.
Minute Form*: You shrink to Tiny or smaller size.
Polymorph Any Object: Changes any subject into anything else.
Power Word Stun: Stuns creature with 150 hp or less.
Spirit Binding, Greater*: As lesser spirit binding, but traps
up to 24 HD of spirits.
Summon Monster VIII: Calls extraplanar creature to
fight for you.
Symbol of DeathM: Triggered rune slays nearby creatures.
Symbol of InsanityM: Triggered rune renders nearby
creatures insane.
SympathyM: Object or location attracts certain creatures.
Whirlwind: Cyclone deals damage and can pick up creatures.
SPELLS AND
INVOCATIONS
All
Scrying, Greater: As scrying, but faster and longer.
Earth Statue: Subject can become a statue at will.
Fire Delayed Blast Fireball: 1d6/level fire damage; you
can postpone blast for 5 rounds.
Metal Decapitating Scarf*: Ranged attack decapitates
target or deals 1d4 damage/level (max 20d4).
Wood Transmute Metal to Wood: Metal within 40 ft.
becomes wood.
Horrid Wilting: Deals 1d6/level damage within
30 ft.
Wood Control Plants: Control actions of one or more plant
creatures.
9TH-LEVEL WU JEN SPELLS
Fire
Internal FireF*: Targets die instantly or take 6d6
+ 1/level fire damage.
Absorption*: You absorb targeted spell energy to power
spells of your own.
Astral ProjectionM: Projects you and companions onto
Astral Plane.
Dominate Monster: As dominate person, but any creature.
Etherealness: Travel to Ethereal Plane with companions.
Freedom: Releases creature from imprisonment.
GateX: Connects two planes for travel or summoning.
Imprisonment: Entombs subject beneath the earth.
Power Word Kill: Kills one creature with 100 hp or less.
ShapechangeF : Transforms you into any creature, and
change forms once/round.
Summon Elemental MonolithM*: Calls powerful
elemental creature to fight for you.
Summon Monster IX: Calls extraplanar creature to fight
for you.
Teleportation CircleM: Circle teleports any creature
inside to designated spot.
Time Stop: You act freely for 1d4+1 rounds.
Transmute Rock to Lava*: Transforms one 10-ft. cube
with subsequent fire damage and effects.
Wish X: As limited wish, but with fewer limits.
95
9/15/04 3:03:48 PM
SPELLS
SPELLS AND
INVOCATIONS
CHAPTER 4
The spells herein are presented in
alphabetical order (with the exception
of those whose names begin with
“greater,” “lesser,” or “mass”; see Order
of Presentation, page 181 of the Player’s
Handbook).
ABSORPTION
Abjuration
Level: Sorcerer/wizard 9, wu jen 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 10
min./level
Spells and spell-like effects that target
you are absorbed, their energy stored
to power spells of your own. Absorption
absorbs only ranged spells that have
you as a target. Touch spells, effect
spells, and area spells that affect you
cannot be absorbed.
Once the spell is cast, you can absorb
1d4+6 spell levels (rolled secretly by
the DM). The level of each spell you
absorb is subtracted from the total. If a
spell is only partially absorbed (because
its level exceeds the number of levels
remaining to be absorbed), divide the
number of spell levels left unabsorbed
by the original spell level. For spells
that deal damage, use the result to
determine what fraction of the damage
you take. For spells that create effects,
use the result as a percentage chance
to be affected.
For example, you have three spell
levels of absorption remaining and are
struck by dominate person (cast as a 5thlevel spell). Absorption absorbs three
levels of the spell, resulting in a 40%
chance (2/5) that you will be affected
normally. If affected, any saving throw
the spell allows you still applies. Likewise, if you’re struck by disintegrate (cast
as a 6th-level spell) with four levels of
absorption remaining, two levels of the
spell remain, and you take only 33%
(2/6) of the damage you would normally
take from the spell.
You can use captured spell energy
to cast any spell you know or have
prepared, but spells so cast don’t disappear from your list of prepared spells
or count against the number of spells
you can normally cast per day (so you
so must keep a running total of spell
levels absorbed and used). The levels
of spell energy you have stored must
be equal to or greater than the level of
the spell you want to cast, and you must
have at hand (and expend) any material
components required for the spell.
ACCURACY
Transmutation
Level: Warmage 1, wu jen 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One thrown weapon/level
touched or one projectile weapon
touched
Duration: 10 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless,
object)
When you cast this spell, you enhance
one or more thrown weapons or one
projectile weapon to improve its chance
of hitting distant targets. For the duration of the spell, the range increment
for the affected weapon or weapons is
doubled.
Material Component: Ink used to
scribe a mystical character on each
weapon affected by the spell.
AIMING AT THE TARGET
Abjuration
Level: Sorcerer/wizard 5, wu jen 5
Components: S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Concentration, up to 20
minutes; see text
When you cast this spell as a swift
action (see page 86), you increase your
ability to concentrate on a spell you
have already cast. This spell is one
of only a few spells (finding the center
being another) that you can cast while
maintaining concentration on another
spell. Aiming at the target gives you a
+10 circumstance bonus on Concentration checks you make to maintain
concentration on the other spell, and
its effect lasts as long as you concentrate
on the other spell (to a maximum of 20
minutes).
ANIMATE FIRE
Transmutation [Fire]
Level: Druid 2, wu jen 2 (fire)
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to a 5-ft. cube of fire
As animate wood, but you can animate
a fire no larger than the maximum
volume. Animated fire has the fire
subtype and the burn special attack
of a fire elemental, dealing bludgeoning damage plus fire damage on a
successful slam attack and possibly
setting opponents on fire (save DC
12; see page 98 of the Monster Manual).
Fire animated by this spell has hardness 0.
Material Component: A handful of
charcoal, sulfur, and soda ash.
ANIMATE WATER
Transmutation [Water]
Level: Druid 1, wu jen 1 (water)
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to a 5-ft. cube of water
As animate wood, but you can animate a
quantity of water up to the maximum
volume. Water animated by this spell
has hardness 0, but has double the
normal hit points that an animated
object of the same size would have.
Material Component: A vial of pure
spring water mixed with cinnabar oil.
ANIMATE WOOD
Transmutation
Level: Druid 1, wu jen 1 (wood)
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: One Small or smaller
wooden object
Duration: Concentration, up to 1
round/level (D)
96
620_17925_Chpt4.indd 96
9/15/04 3:03:49 PM
Saving Throw: None
Spell Resistance: No
Abjuration
Level: Sorcerer/wizard 4
Components: V, S, F
Casting Time: 1 round
Range: One willing creature
touched
Area: 5-ft./level radius emanation
from touched creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The subject of the spell is surrounded
with an invisible aura that anticipates
and delays the teleportation of any
creature into the spell’s area. Any
teleportation spell or effect (including all spells with the teleportation
descriptor) can be anticipated, making
the spell’s recipient instantly aware of
the exact location where the teleporting creature will arrive (subject to
the restrictions below), the creature’s
size, and how many other creatures
(and their sizes) are arriving with the
teleporting creature. The spell also
delays the arrival of the teleporting
creature by 1 round (so that it arrives
on its initiative count immediately
before its next turn), generally giving
the recipient of the spell and anyone
else made aware of the information
1 round to act or ready actions. The
teleporting creature does not perceive
this delay.
ANTICIPATE
TELEPORTATION,
GREATER
Abjuration
Level: Sorcerer/wizard 8
Casting Time: 10 minutes
Duration: 24 hours
As anticipate teleportation, except that
greater anticipate teleportation identifies
the type of the arriving creature (and
any companions accompanying it) and
creates a delay of 3 rounds, providing
the recipient with even more warning
and preparation time.
Focus: A tiny hourglass of platinum
and crystal filled with diamond dust,
costing 1,000 gp. The hourglass must
be carried or worn by the spell’s recipient while the spell is in effect.
APPARITION
Illusion (Phantasm) [Fear, MindAffecting]
Level: Wu jen 2
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 round/level
This spell causes the subject’s face
to take on a horrible and terrifying
appearance. You can create nearly any
combination of hideous features—blue
skin, parrot face, elephantine nose,
rotting tusks, or worse—but you
cannot duplicate the appearance of
any specific creature or person. Any
creature (excluding you and your allies)
that views the recipient and fails its save
becomes shaken.
Material Component: A miniature
palette dotted with paints of assorted
colors.
CHAPTER 4
ANTICIPATE
TELEPORTATION
Saving Throw: Will negates
Spell Resistance: Yes
SPELLS AND
INVOCATIONS
This spell imbues a Small or smaller
wooden object with mobility and a
semblance of life, then causes it to
immediately attack whomever or whatever you initially designate. Statistics
for the animated wood are as for a Small
animated object and can be found on
page 13 of the Monster Manual. Wooden
objects animated by this spell have
hardness 5. The spell cannot animate
objects carried or worn by a creature.
Material Component: A mixture of
powdered cinnabar and ground peach
pit.
Since a teleporting creature doesn’t
necessarily arrive at the precise location it intends, the spell also functions
against a creature that arrives in range
even though its intended destination was elsewhere. For a creature
that intends to teleport into range
but inadvertently arrives outside
the spell’s area, the spell gives the
recipient awareness that a creature
has attempted to teleport into range
and delays the creature as normal,
but doesn’t give any awareness as to
the actual location of its imminent
arrival.
The spell has no effect on creatures
attempting to teleport away from the
spell’s area, though if their destination
is within the area, the spell will affect
their reentry as normal.
Focus: A tiny hourglass of platinum
and crystal costing 500 gp, which must
be carried or worn by the spell’s recipient while the spell is in effect.
ARC OF LIGHTNING
Conjuration (Creation) [Electricity]
Level: Druid 4, sorcerer/wizard 5,
warmage 5, wu jen 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: A line between two creatures
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
You create natural conductivity
between two creatures, and a bolt of
electricity arcs between them. This bolt
deals 1d6 points of electricity damage
per caster level (maximum 15d6) to
both creatures and to anything in the
line between them.
Both creatures must be in range,
and you must be able to target them
(as if this spell had them as its targets).
Draw the line from any corner in one
creature’s space to any corner in the
other’s space.
Arcane Material Component: Two
small iron rods.
ARROW OF BONE
Necromancy [Death]
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One projectile or thrown
weapon touched
97
620_17925_Chpt4.indd 97
9/15/04 3:03:51 PM
Illus. by D. Crabapple
SPELLS AND
INVOCATIONS
CHAPTER 4
Duration: 8 hours or until discharged
Saving Throw: Fortitude partial
Spell Resistance: Yes
You scribe runes of dire power on
a single missile or thrown weapon
(usually an arrow, bolt, dart, javelin,
or spear), changing the weapon into
a sinister missile of cold, enhanced
bone. When thrown or fired at a
creature as a normal ranged attack,
the weapon gains a +4 enhancement
bonus on attack rolls and damage
rolls. In addition, any living creature
struck by an arrow of bone must succeed on a Fortitude save or be instantly
slain. A creature that makes its save
instead takes 3d6 points of damage
+1 point per caster level (maximum
+15). Regardless of whether the attack
hits, the magic of the arrow of bone is
discharged by the attack, and the missile is destroyed.
Material Component: A tiny sliver of
bone and a vial of blood mixed with
powdered precious gems worth 50 gp,
used to paint the runes on the projectile.
ASSAY RESISTANCE
Divination
Level: Cleric 4, sorcerer/wizard 4
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level
98
620_17925_Chpt4.indd 98
This spell enables you to divine the
exact nature and vulnerabilities of
a single creature’s magical defenses,
giving you a +10 bonus on caster level
checks to overcome its spell resistance.
Assay resistance is effective only against
one specific creature per casting, and
you must be able to see the creature
when you cast the spell.
BACKBITER
Necromancy
Level: Sorcerer/wizard 1, wu jen 1
(wood)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon
Duration: 1 round/level or until
discharged
Saving Throw: Will negates; see
text
Spell Resistance: Yes (object)
You cast this spell on any woodenhafted two-handed weapon (such
as a greataxe or heavy flail) or any
wooden-hafted reach weapon (such as
a longspear or glaive). The next time
that weapon is used to make a melee
attack, its shaft twists around so that
the weapon strikes the wielder instead,
with the attack roll applied against the
attacker’s own AC.
The wielder gets no warning or
knowledge of the spell’s effect on his
weapon, and though he makes the
attack, the self-dealt damage can’t be
consciously reduced (though damage
reduction applies) or changed to nonlethal damage. Once the weapon attacks
its wielder (whether successfully or
not), the spell is discharged.
The spell can target a weapon of any
size as long as its wielder normally uses
it as a two-handed weapon or a reach
weapon. For example, a Small longspear
wielded by a halfling could be the
target of the spell, but not the same
Small longspear wielded by a human;
in the human’s hands, the weapon is
too small to twist around and strike its
wielder.
Magic weapons targeted by this
spell receive a Will save. An item in
a creature’s possession uses its own
Will save bonus or its wielder’s bonus,
whichever is higher.
Focus: A dagger.
BANDS OF STEEL
Conjuration (Creation)
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Target: One creature
Arc of lightning
9/15/04 3:03:53 PM
Duration: 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No
Necromancy [Evil]
Level: Sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude negates
and Reflex negates; see text
Spell Resistance: Yes
A ray of necromantic black energy
springs from your hand, and on a successful ranged touch attack, a living
target is engulfed in chill black flames
that feed on the fuel of their victim’s
life force. A creature engulfed in blackfire must make a successful Fortitude
save each round that the spell is in
effect or take 1d4 points of Constitution damage and become nauseated. A
creature that makes its save takes no
damage for that round and is sickened
instead. In addition to its effects on
the target, blackfire can spread rapidly,
and any living creature adjacent to
a creature engulfed in blackfire must
Conjuration (Creation) [Fire]
Level: Ranger 2, sorcerer/wizard 2,
warmage 2
Components: V
Casting Time: 1 swift action
Range: Touch
Targets: Up to two melee weapons
you are wielding
Duration: 1 round
Saving Throw: None
Spell Resistance: No
Flames sheathe your melee weapons,
harming neither you nor the weapons
but possibly burning your opponents.
Your melee weapons each deal an extra
1d6 points of fire damage. This damage
stacks with any energy damage your
weapons already deal.
BLAST OF FLAME
Conjuration (Creation) [Fire]
Level: Sorcerer/wizard 4, warmage 4
Components: V, S, M
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
BLINK, GREATER
Transmutation
Level: Bard 5, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
CHAPTER 4
BLACKFIRE
BLADES OF FIRE
Flames fill the area, dealing 1d6 points
of fire damage per caster level (maximum 10d6) to any creature in the area
that fails its saving throw.
Material Component: A bit of wick
soaked in oil.
SPELLS AND
INVOCATIONS
You conjure a number of shining
metallic bands out of thin air, encircling a Medium or smaller creature. The
victim must succeed on a Reflex save
or be immobilized (helpless). If the
saving throw succeeds, the victim is
only partially trapped by the bands
(treat as entangled).
A creature immobilized by the
bands can attempt escape as a fullround action, either by bursting free
(Strength DC 18) or wriggling out
(Escape Artist DC 18). An entangled
creature can use a full-round action to
break or disentangle itself with a DC
13 Strength check or a DC 13 Escape
Artist check. Large or larger creatures
are too big to be captured or impeded
by the bands.
Material Component: Three small
silver hoops, interlocked.
succeed on a Reflex save or become
engulfed itself.
Any creature whose Constitution
is reduced to 0 or lower by the spell is
reduced to a pile of black ash, and can
be returned to life only by true resurrection or wish, the caster of which must
succeed on a DC 30 caster level check
to restore the victim to life. If a creature
succeeds on its Fortitude save in 3 consecutive rounds, the blackfire affecting
it gutters out. The black flames cannot
otherwise be extinguished by normal
means (such as immersion in water or
smothering), but an antimagic field, a
successful dispel magic, a remove curse,
or a break enchantment spell snuffs it
out. As well, a creature protected by
death ward has immunity to blackfire’s
effects.
Material Component: A pinch of
dust from a vampire destroyed by
sunlight.
This spell functions like blink, except
you have control over the timing of
your “blinking” back and forth between
the Ethereal Plane and the Material
Plane. You can also ready an action
to blink away from any physical or
magical attack, with the attack missing automatically unless it also affects
ethereal targets (as a force effect does).
While blinking, you have no chance
of interfering with your own attacks
or your own spells. When moving
through solid objects, you do not risk
materializing inside one unless you
actually end your movement there,
in which case you materialize and are
shunted off to the nearest open space,
taking 1d6 points of damage per 5 feet
traveled in this manner.
BLISTERING RADIANCE
Evocation [Fire, Light]
Level: Cleric 5, sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 50-ft.-radius spread
Duration: 1 round/level
Saving Throw: None and Fortitude
partial; see text
Spell Resistance: Yes
A blazing ball of light is hurled toward
the point you designate, erupting into
a brilliant hovering sphere. All sighted
creatures in the area are dazzled (no
save), and the heat from the blistering
radiance deals 2d6 points of fire damage
to all creatures and objects in the area
99
620_17925_Chpt4.indd 99
9/15/04 3:04:01 PM
SPELLS AND
INVOCATIONS
CHAPTER 4
each round on your turn (Fortitude
save for half). Like fireball, blistering
radiance erupts if it strikes any material
body or solid barrier before attaining
the prescribed range, and you must
make a successful ranged touch attack
to send the sphere through a narrow
opening or passage.
Blistering radiance counters or dispels
any darkness spell of equal or lower
level.
Material Component: A bit of tinder
and a small lens.
BODY OUTSIDE BODY
Conjuration (Creation)
Level: Wu jen 7
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Effect: One duplicate/5 levels
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
This spell creates one or more indistinguishable duplicates of you, all of which
share your ability scores, personality,
class levels, skills, feats, and memories.
They carry the same arms, armor, and
equipment as you do (but only have
mundane versions of any magic gear),
and they cannot cast spells or use any
spell completion or spell trigger items.
They are friendly toward each other
and your companions and will follow
any order you give them (even actions
that you wouldn’t normally do yourself,
such as charging a dragon or jumping
off a cliff).
The duplicates you create each have
one-quarter of your hit point total at
the time of casting and take damage
as normal in combat. If a duplicate
is slain, it disappears and you take
10 points of damage. At the end of
the spell’s duration, all remaining
duplicates (and any equipment created
with them) disappear without dealing
damage to you.
Material Component: A few of your
hairs, fingernail parings, or flakes of
skin.
BRILLIANT BLADE
Transmutation
Level: Cleric 8, sorcerer/wizard 6
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One melee or thrown
weapon, or fi fty projectiles (all of
which must be in contact with
each other at the time of casting)
Duration: 1 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless,
object)
You transform a single melee weapon,
thrown weapon, or group of projectiles
into a weapon of brilliant energy. A
brilliant energy weapon sheds light
as a torch (20-foot radius) and ignore
nonliving matter. Armor bonuses
to AC (including any enhancement
bonuses to that armor) do not count
against it because the weapon passes
through armor. (Dexterity, deflection,
dodge, natural armor, and other such
bonuses still apply.) A brilliant energy
weapon cannot harm undead, constructs, or objects. If this spell is cast
on arrows or crossbow bolts, the effect
on a particular projectile ends after one
use, whether or not the missile strikes
its intended target. Treat shuriken as
arrows, rather than as thrown weapons,
for the purpose of this spell.
BURNING BLOOD
Necromancy
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Target: One living creature; see text
Duration: 1 round/level (D)
Saving Throw: Fortitude partial;
see text
Spell Resistance: Yes
You taint a living creature’s blood with
a hot, corrosive infusion, dealing 1d8
points of acid damage and 1d8 points
of fire damage per round. The subject
can attempt a Fortitude save each round
to negate the damage, but a successful
save does not prevent damage in future
rounds. Searing pain limits the subject
to a single move action in any round
when it fails its Fortitude save.
Burning blood does not affect creatures of the construct, elemental, ooze,
plant, or undead types.
Material Component: A drop of blood
and a pinch of saltpeter.
CHAMELEON
Illusion (Glamer)
Level: Druid 2, wu jen 2
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell alters the coloration of
the recipient’s body and clothing so
as to blend in with the surrounding
background, granting the creature a
+10 circumstance bonus on any Hide
checks. In areas where the background
changes gradually (such as stepping
from forest to green field), the coloration shifts quickly enough to grant the
bonus while moving at up to one-half
normal speed. When the background
changes abruptly (from forest to stone
wall, for example), the creature loses
the circumstance bonus for 1 round
while the coloration change takes
effect.
Material Component: The shed skin
of a small lizard.
CLOUD CHARIOT
Conjuration (Creation) [Water]
Level: Wu jen 8 (water)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal and touch
Target: You and other touched willing creatures
Duration: 10 minutes (D)
When the spell is cast, you and any
willing creatures you touch lift into
the air on a magic chariot formed of
100
620_17925_Chpt4.indd 100
9/15/04 3:04:04 PM
Your saliva changes into a virulent
poison that you then spray forth in a
10-foot cone. Creatures within the cone
must make a Fortitude save or take 1d3
points of Constitution damage. The
COMMUNE
WITH GREATER SPIRIT
Divination
Level: Wu jen 7
Components: V, S, M, XP
Target: One spirit
As commune with lesser spirit, except this
spell can contact any spirit creature
regardless of Hit Dice, and you can ask
one question per caster level.
Material Component: Incense and a
small offering worth 25 gp.
XP Cost: 100 XP.
COMMUNE WITH
LESSER SPIRIT
Divination
Level: Wu jen 3
You contact any local spirit creature
with 4 or fewer Hit Dice and can ask
it up to one question per two caster
levels. You must know the identity of
the spirit, and you must be within 10
feet of the spirit’s location. The spirit’s
knowledge is limited to matters within
its immediate area (so that the spirit of
a great tree in a village cannot answer
questions about events outside the
village, for example), and you must
ask questions that could
typically have one-word
answers. “Unclear” is
a legitimate answer,
because spirits are
not necessarily
omniscient,
but in cases
where a
one-word
answer
would be
misleading or
contrary to the spirit’s
interests, the DM can respond with
a short phrase (five words or less)
instead.
If the spirit has been subject to commune with lesser spirit (or commune with
greater spirit) within the past week, this
spell fails. As well, if the spirit’s alignment is different from yours, it gets a
Will save to resist the spell. Unasked
questions are wasted if the spell’s duration expires.
Material Component: Incense and a
small offering worth 10 gp.
CHAPTER 4
Transmutation
Level: Wu jen 1 (water)
Components: S, M
Casting Time: 1 standard action
Range: 10 ft.
Target: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No
Cloud chariot
Components: V, S, M
Casting Time: 10 minutes
Range: 10 ft.
Target: One lesser spirit
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: No
Illus. by G. Kubic
COBRA’S BREATH
poison does not affect you, nor does
it produce any secondary effects or remain potent once sprayed.
Material Component: A cobra’s fang.
SPELLS AND
INVOCATIONS
cloud, then fly away in the direction
you desire. You can bring one Medium
or smaller creature (carrying gear and
objects up to its maximum load) per
four caster levels. A Large creature
counts as two Medium creatures, a
Huge creature counts as two Large
creatures, and so forth.
A cloud chariot flies at 10 miles per
minute, so that you can cover a distance
of 100 miles over the spell’s full duration. You and your passengers feel none
of the effects of this swift movement,
though, and the ride is perfectly
steady and calm in even the worst
weather. When the spell is dismissed, the cloud settles gently to
the ground and dissipates.
Should the spell duration expire
while a cloud chariot is
still aloft, the magic
fails slowly, with
cloud and riders
floating downward 60 feet per round
for 1d6 rounds. If the cloud reaches the
ground in that amount of time, it
lands safely. If not, it
falls the rest of the
distance, and all
creatures
riding in it
take falling
damage. A cloud chariot
descends slowly if the spell is
dispelled, but not if it is negated by an
antimagic field.
Material Component: A small ball of
cotton.
CORPSE CANDLE
Conjuration (Creation)
Level: Sorcerer/wizard 3, wu jen 3
Components: S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ghostly hand and candle
Duration: 1 min./level (D); see text
101
620_17925_Chpt4.indd 101
9/15/04 3:04:39 PM
SPELLS AND
INVOCATIONS
CHAPTER 4
Saving Throw: None
Spell Resistance: No
A ghostly hand bearing a lit candle
appears at the spot you choose, shedding light in a 5-foot radius and moving
as you desire—forward or back, up or
down, straight or around corners at
up to 50 feet per round (no concentration required). The hand and candle
are incorporeal and can pass through
objects, making them a useful tool for
simulating hauntings. As well, a corpse
candle illuminates hidden, ethereal,
and invisible beings and items, all of
which become faintly visible as wispy
outlines. Ethereal creatures remain
unreachable from the Material Plane
(except with force effects), but invisible
creatures have only concealment (20%
miss chance) and lose their bonus on
attack rolls from invisibility when they
are within 5 feet of the candle. The
ghostly radiance also makes immaterial
creatures and items slightly material,
so that incorporeal creatures within 5
feet of a corpse candle have only a 30%
chance to avoid damage from corporeal
creatures (though all other benefits of
being incorporeal are retained).
The hand is Diminutive, has 1 hit
point per caster level, and has AC 14
+ a deflection bonus equal to your
Charisma modifier. It makes saves as
you do but is immune to spells that
don’t cause damage. The spell effect
ends if the hand is destroyed, and the
hand winks out if the distance between
you and it exceeds the spell’s range.
Material Component: A piece of a
corpse untreated by any kind of preservative.
CREEPING DARKNESS
Evocation [Darkness]
Level: Wu jen 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Effect: Cloud spreads in a 20-ft.radius, 20 ft. high (S)
Duration: 3 rounds/level
Saving Throw: None
Spell Resistance: No
This spell creates an amorphous cloud
of inky blackness that you can shape
and move as desired. While you concentrate on it, the darkness can move
up to 20 feet per round, either floating
through air or seeping through the
smallest cracks. The cloud stops all
light and sound, so creatures within
it (or creatures whose sensory organs
and vocal apparatus are within it) are
treated as being deafened and blinded
(including creatures with darkvision),
in addition to being unable to speak or
cast spells with verbal components.
As well, creatures entirely within the
cloud have total concealment.
A moderate wind (11+ mph) disperses
the cloud in 5 rounds; a strong wind
(21+ mph) disperses it in 2 rounds.
Material Component: A whisker from
a black cat and a tiny bottle of smoke
captured on a moonless night.
DANCING BLADE
Transmutation
Level: Wu jen 4 (metal)
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One sword
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
When you cast this spell, you cause
the target sword to hover and attack
on its own, aiding a character you
designate. The sword must be either
unattended (in which case you choose
which creature it will fight for, so long
as both creature and weapon are within
range) or in the possession of a willing
ally who benefits from the spell.
A dancing blade attacks using the
initiative modifier and base attack
bonus of the creature it fights for,
though it gains no other attack or
damage modifiers the creature might
have (including those from Strength)
and takes a –4 penalty on its attack rolls
if the creature it fights for doesn’t have
proficiency with a weapon of its kind.
The sword moves with the creature
it fights for (and so can take the full
attack action if that creature does),
staying within 5 feet at all times and
dropping to the ground if that creature
is reduced to 0 or fewer hit points.
Controlling the sword requires no
concentration, and the designated
creature can fight with another weapon
at the same time. A dancing blade prevents two opponents from flanking
the creature it fights for (though that
creature can be flanked by additional
opponents).
Material Component: A tiny stick
puppet.
DARKVISION, MASS
Transmutation
Level: Sorcerer/wizard 4
Components: V, S, M
Range: 10 ft.
Targets: The caster and all allies in a
10-ft.-radius burst, centered on the
caster
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As darkvision (see page 216 of the
Player’s Handbook), except that all target
creatures receive the spell’s benefits.
Unlike with darkvision, recipients of
this spell cannot have the ability made
permanent with a permanency spell.
Material Component: A dried carrot
or three small agates.
DECAPITATING SCARF
Transmutation
Level: Wu jen 7 (metal)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see
text
Spell Resistance: No
When you cast this spell, you flick a
silk scarf at one creature within range,
magically propelling it toward the
target. The scarf assumes an ironlike
hardness on the way, and then wraps
around the creature’s neck. You must
have line of sight to the target and hit
102
620_17925_Chpt4.indd 102
9/15/04 3:04:43 PM
A cloudy gray sphere of whirling air and howling wind
flies to attack your enemies
and hurl them to the sky. As
a move action, you can make
the sphere travel up to 30 feet
per round and strike the creature or object you indicate
as a ranged touch attack.
Any creature struck by the
sphere takes 3d6 points of
damage from the force of its
winds. In addition, Medium
or smaller creatures must
succeed on a Fortitude
save or be knocked prone.
Creatures that fall prone
must then succeed on a
second Fortitude save or
be swept up by the sphere
and driven 1d8×10 feet
into the air, dropping 1d6
squares from their original position in a random
Divination
Level: Sorcerer/wizard 3, wu jen 3
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round/level
By taking a standard action to concentrate, you can see the true form of
creatures within 60 feet. Each round,
you can examine one creature you can
see to determine whether it is polymorphed, disguised, or transmuted,
and what its true form is. If you look
at a shapechanger in its true form, you
immediately sense its shapechanging
ability, but you can’t determine what
other forms it might be capable of
assuming.
For the purpose of this spell,
a shapechanger is any creature
with the shapechanger type or
a supernatural or extraordinary
ability that allows it to assume
an alternate form. A wizard
who knows alter self is
not a shapechanger
(since a spell is not
a supernatural or
extraordinary ability),
but a barghest is (since it
has the supernatural ability to assume alternate
forms, even though its
type is outsider).
Material Component:
A balm of honey and
lotus flower, smeared
on your eyelids.
Illus. by M. Phillippi
Evocation [Air]
Level: Sorcerer/wizard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Effect: 2-ft.-radius sphere
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Defenestrating sphere
DISCERN
SHAPECHANGER
CHAPTER 4
DEFENESTRATING
SPHERE
direction and taking falling damage
as normal.
If some obstacle prevents the target
creature from reaching its expelled
height, it takes 1d6 points of damage
for every 10 feet of movement it was
unable to complete, so that a creature
hurled 50 feet up in a room with a 20foot ceiling would take 3d6 points of
damage from the impact, then take 2d6
points of damage when it falls back to
the ground.
The sphere can affect a maximum
of one creature or object per round,
and winks out if it exceeds the spell’s
range.
Focus: A gray pearl worth at least
100 gp.
SPELLS AND
INVOCATIONS
with a normal ranged attack. If you hit,
the target must make a Fortitude saving
throw; failure indicates that the scarf
has decapitated the victim.
A target creature that makes its
save takes 1d4 points of damage per
caster level (maximum 20d4) before
freeing itself from the decapitating scarf.
Constructs and most undead (except
vampires) are not immediately killed
by decapitation, and take only 6d4
points of damage whether they make
their save or not. Oozes, aberrations,
and other creatures without a head are
immune to the spell’s effects.
Focus: The silk scarf.
DUELWARD
Abjuration
Level: Sorcerer/
wizard 5
Components: V,
S, M
Casting Time: 1
standard action
Range: Personal
Target: You
103
620_17925_Chpt4.indd 103
9/15/04 3:04:45 PM
You mantle yourself in a powerful
magical field that facilitates your
defense against enemy spells. While a
duelward is in effect, counterspelling is
an immediate action for you, allowing
you to counterspell even when it is
not your turn without having previously readied an action. You also gain
a +4 competence bonus on Spellcraft
checks made to identify spells being
cast.
The first time you successfully
counterspell while the spell is in
effect (whether you counterspell as
an immediate action or not), duelward
is discharged.
Material Component: A miniature silk
glove.
SPELLS AND
INVOCATIONS
CHAPTER 4
Duration: 1 round/level or until
discharged (D)
Illus. by S. Belledin
EARTHBOLT
Evocation [Earth]
Level: Wu jen 3 (earth)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Line up to close range (25 ft. +
5 ft./2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
With a shout, you strike the ground at
your feet and create a bolt of seismic
force that causes earth, rock, and sand
to fly into the air, striking creatures
along its path. Any creatures caught
in the spell’s area take 1d6 points of
damage per caster level (maximum
10d6).
This spell functions only if you are
standing on dirt, clay, sand, or stone
(including stone floors), not on wooden
floors or other surfaces.
EARTHEN GRASP
Transmutation [Earth]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Animated earthen arm
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: Yes
You bring forth from the ground an
arm made of dense, compacted earth or
soil that can grapple your foes. You can
cause the arm to rise out of only earth,
mud, grass, or sand, and the spell fails if
you attempt to cast it in an area with the
wrong materials (including stone).
Treated the arm as a Medium creature, with a base attack bonus equal to
your caster level and a Strength score
of 14 +2 per three
caster levels (16
at 3rd level, 18 at
6th level, and
so on). The
arm doesn’t
move from the square it appears in,
but can make one grapple attempt per
round against any creature in its square
or any adjacent square, provoking
attacks of opportunity as normal. If
the arm can target multiple creatures,
the caster chooses one. If the caster
is unable to choose a target, the arm
attacks a random creature within
reach (possibly including the caster’s
allies). Each round that it successfully
pins a target, the hand deals 1d6 points
of lethal damage (plus its Strength
modifier).
The earthen arm has AC 15, hardness
4, and 3 hit points per caster level. If
reduced to 0 or fewer hit points, it
crumbles to dust.
Material Component: A miniature
hand sculpted from clay.
ELEMENTAL BURST
Evocation
Level: Wu jen 1 (all)
Components: V, S
Casting Time: 1 standard action
Earthbolt
104
620_17925_Chpt4.indd 104
9/15/04 3:04:51 PM
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half or Reflex
negates; see text
Spell Resistance: Yes
Abjuration
Level: Wu jen 4 (all)
Components: V, S, M
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft.-radius emanation, centered on you
Duration: 1 minute
Saving Throw: Will negates
Spell Resistance: Yes
This spell allows you to drive off
elementals of a specific type by uttering a fearsome cry. When you cast the
spell, any elemental within the spell’s
area must leave the area unless it makes
a successful Will save. If you try to
Evocation [Fire]
Level: Sorcerer/wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creatures or objects touched
Duration: 1 round/level; see text
Saving Throw: See text
Spell Resistance: Yes
One of your hands bursts into an aura
of brilliant emerald flame, shedding
light equal to that of a torch. You take
no damage or penalties from the flames,
but on a melee touch attack, an emerald
flame fist deals 3d6 points of fire damage
+1 point per caster level (maximum
+20). The creature you touch must
then succeed on a Fortitude save or
be engulfed by the fiercely hot aura
of flame. Each round on your turn, a
creature engulfed in the flaming aura
takes 3d6 points of fire damage +1
point per caster level (maximum +20)
until the spell ends (Fortitude save
each round for half). You can use your
flaming touch attack repeatedly until
one of your targets is engulfed, at which
point the flame leaves your hand.
You can use this spell to attack
an object. Nonmagical, unattended
objects are automatically engulfed in
green flame and take 3d6 points of fire
damage +1 point per caster level each
round.
ENERGY IMMUNITY
Abjuration
Level: Cleric 6, druid 6, sorcerer/
wizard 7, wu jen 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
This abjuration grants a creature and
its equipment complete protection
against damage from one of the five
energy types—acid, cold, electricity,
fire, or sonic. Energy immunity absorbs
only damage, so the recipient could
still suffer side effects such as drowning in acid, being deafened by a sonic
attack, or becoming immobilized
in ice.
Note: Energy immunity overlaps protection from energy and resist energy. So long
as energy immunity is in effect, the other
spells absorb no damage.
CHAPTER 4
ELEMENTAL WARD
EMERALD FLAME FIST
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes (harmless)
SPELLS AND
INVOCATIONS
When you cast this spell, you designate
a target composed of one of the five wu
jen elements—earth, fire, metal, water,
and wood. The target then releases
magical energy in a sudden, explosive
burst, as follows:
Wood, Metal, or Earth: The target
throws off sharp slivers and fragments;
creatures within the burst take 1d8
points of damage (Reflex save for half
damage).
Fire: The target shoots out glowing
sparks that deal 1d8 points of fire
damage to creatures within the burst
(Reflex save for half damage).
Water: Water pushes out in a fierce
wave, knocking creatures within the
area prone unless they make successful
Reflex saves. Creatures get a +4 bonus
on their saving throws for each size
category they are larger than Medium,
or a –4 penalty for each size category
smaller than Medium. Exceptionally
stable creatures, such as dwarves or
creatures with four legs, get an additional +4 bonus.
The spell does not noticeably affect
the structure or form of the target
object.
force the barrier against an elemental
that has failed its saving throw, the
spell fails.
Material Component: A small quantity
of the element opposed to the type
being warded against—fire for water
elementals, earth for air elementals,
air for earth elementals, or water for
fire elementals.
ENHANCE FAMILIAR
Universal
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Familiar touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse your familiar with vigor,
granting it a +2 competence bonus on
saves, attack rolls, and melee damage
rolls, as well as a +2 dodge bonus to
Armor Class.
ENTANGLING SCARF
Transmutation
Level: Wu jen 2 (metal)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No
When you cast this spell, you flick a
silk scarf at one creature within range,
magically propelling it toward the
target. The scarf assumes an ironlike
hardness on its way and then wraps
around the target creature. You must
have line of sight to the target and
hit with a ranged touch attack. If you
105
620_17925_Chpt4.indd 105
9/15/04 3:04:56 PM
hit, the target must make a successful
Reflex save or become entangled.
Focus: The silk scarf.
SPELLS AND
INVOCATIONS
CHAPTER 4
FAMILIAR POCKET
Universal
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One container or garment
with a pocket touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
When you cast this spell, a garment
or container becomes a safe haven for
a Tiny or smaller familiar. The spell
turns the target item or pocket into a
comfortable extradimensional space
(about 1 cubic foot). The familiar can fit
inside the space without creating any
noticeable bulge in the item. Whenever
the familiar is touching you, you can
whisk it inside the space as a free action
by speaking a command word chosen
by you when the spell is cast. If the
familiar can speak, it can command
itself inside. As a free action, you can
call the familiar forth or it can leave
the space on its own.
Once inside, the familiar has total
cover (+4 AC) and concealment (20%
miss chance), and as a free action,
you or the familiar can further seal
the space to make it airtight and
waterproof. The air supply inside the
sealed space lasts for 1 hour, but with
the pocket unsealed, the familiar can
remain inside indefinitely. The familiar
cannot attack or cast spells from within
the space, but can use supernatural or
spell-like abilities as normal (provided
they don’t require line of sight, which
the pocket blocks).
The spell ends if the familiar pocket
is placed within or taken into another
extradimensional space (such as a
portable hole). If your familiar is within
the pocket when the spell duration
expires or if the spell ends abnormally
(as above), it appears in your space
unharmed.
Material Component: A tiny golden
needle and a strip of fine cloth given a
half twist and fastened at the ends.
FIENDFORM
Transmutation [Evil]
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
This spell functions like alter self,
except that you can take the form of
any fiendish creature, demon, or devil
that can be summoned by a summon
monster I, II, III, or IV spell, regardless
of size. You can assume only one form
with each use of the spell, but you gain
all that form’s extraordinary, spell-like,
and supernatural abilities, and your
type changes to outsider. Spells and
effects that harm or ward evil outsiders
affect you, and any effect that would
normally banish an outsider to its
home plane instead ends the spell and
leaves you staggered for 1 round per
caster level.
Material Component: A bone from
any fiendish creature, half-fiendish
creature, demon, or devil.
FIERY EYES
Evocation [Fire]
Level: Wu jen 1 (fire)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute
Saving Throw: Reflex special; see
text
This spell causes your eyes to glow
with an unnatural fire whose color
you determine (from dull red to
brilliant yellow), projecting beams
of bright light that clearly illuminate
a 5-foot-square area to a range of 5
feet. By fi xing your sight on one spot
within 60 feet as a full-round action,
you can cause combustible materials
to burst into flames, and though you
cannot target living creatures with this
effect, creatures carrying or wearing
items you ignite take 1d6 points of fire
damage and must make a DC 15 Reflex
save or catch on fire themselves.
FINDING THE CENTER
Abjuration
Level: Wu jen 8
Duration: 10 minutes (D)
As aiming at the target (see page 96),
except that you no longer need to maintain conscious concentration on the
spell you cast before casting this one.
Your unconscious mind maintains the
required concentration, allowing you
to take other actions (including movement, attacks, and even casting more
spells) as normal. Short of dying, only
mind-affecting spells and conditions
(such as feeblemind and confusion) can
affect your concentration on the other
spell, though you might be convinced
to willingly dismiss finding the center
(and the previous spell with it) under
the effect of a charm or suggestion.
FIRE BREATH
Evocation [Fire]
Level: Wu jen 5 (fire)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
As a standard action, you can breathe
a gout of flame once per round for
the duration of the spell. You make a
ranged touch attack with the flame (to a
maximum range of 15 feet), dealing 1d8
points of fire damage per two caster levels
(maximum 10d8) on a successful hit. Fire
breath ignites combustibles and damages
objects in the area, and it can melt metals
with low melting points (such as lead,
gold, copper, silver, and bronze).
The spell does not function underwater.
FIRE SHIELD, MASS
Evocation [Fire or Cold]
Level: Sorcerer/wizard 5, warmage 5
Components: V, S, M
Casting Time: 1 standard action
106
620_17925_Chpt4.indd 106
9/15/04 3:04:58 PM
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more allied creatures, no two of which can be more
than 30 ft. apart
Duration: 1 round/level (D)
Save: Will negates (harmless)
Spell Resistance: Yes (harmless)
Evocation [Fire]
Level: Assassin 2, wu jen 2 (fire)
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: One magical
shuriken/3 levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell creates shuriken
formed of magic fire that you
can throw as a normal ranged
attack at any target within range.
You are automatically considered
proficient with the fire shuriken,
which have a range increment of
10 feet, threaten a critical hit on
a roll of 19–20, and deal 3d6
points of fire damage each on
a successful hit (though you and
your possessions take no damage
as the shuriken are thrown). Any
additional damage dealt by the
fire shuriken (including Strength
and sneak attack bonuses) is also
fire damage. The shuriken disappear
when they hit, so they cannot set fire to
combustibles or damage objects.
You can create one fire shuriken per
three caster levels, up to a maximum of
six at 18th level.
Material Component: A shuriken
coated with pine sap and sulfur.
FIRE WINGS
Transmutation [Fire]
Level: Wu jen 3 (fire)
Components: V, S, M, F
Casting Time: 1 round
Range: Personal
CHAPTER 4
FIRE SHURIKEN
This spell transforms your arms into
wings of brilliant fire (resembling
those of a phoenix), which do not
damage you or any items you carry.
Since your arms are transformed, you
cannot hold items in your hands or cast
spells with somatic components while
using fire wings, but rings, bracers, and
other items worn on your arms meld
into the new form and continue to
in addition to your normal unarmed
attack damage (treated as lethal damage
while the spell is in effect). The wings
are extinguished (and the spell ends) if
subjected to a quench spell, immersed in
water for 1 round, or exposed to winds
of hurricane force or greater. If the
spell expires while you are aloft, you
fall normally.
Material Component: The feather of a
bird, which you must burn when you
cast the spell.
Focus: A golden amulet shaped like a
phoenix.
SPELLS AND
INVOCATIONS
This spell functions like fire shield (see
page 230 of the Player’s Handbook),
except as noted above.
Target: You
Duration: 10 min./level
FIREBURST
Evocation [Fire]
Level: Sorcerer/wizard 2, warmage 2
Components: V, S, M
Casting Time: 1 standard
action
Range: 5 ft.
Effect: Burst of fire extending
5 ft. from you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Fireburst causes a powerful explosion of flame to burst from
you, damaging anyone within 5 feet of you. All creatures
and objects within that area,
except for you and any creatures or objects that share
your space, take 1d8 points
of fi re damage per caster level
(maximum 5d8).
Material Component: A bit of
sulfur.
Fist of stone
function normally. The wings allow
you to fly at a speed of 60 feet (good)
while carrying no more than a light
load. You can ascend at half speed and
descend at double speed, and you can
charge (but not run) while flying.
You can make unarmed attacks with
fire wings but are not considered proficient with them, taking a –4 penalty on
your attack rolls. A successful unarmed
strike deals 2d6 points of fire damage
FIREBURST, GREATER
Evocation [Fire]
Level: Sorcerer/wizard 5, warmage 5
Effect: Burst of fire extending 10 ft.
from you
This spell functions like fireburst,
except that it affects creatures within
10 feet of you and deals a maximum of
15d8 points of damage to each one.
FIST OF STONE
Transmutation [Earth]
107
620_17925_Chpt4.indd 107
9/15/04 3:05:00 PM
Illus. by M. Phillippi
SPELLS AND
INVOCATIONS
CHAPTER 4
Level: Sorcerer/wizard 1, warmage 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute
You transform one of your hands into
a mighty fist of living stone, gaining
a +6 enhancement bonus to Strength
for purposes of attacks, grapple
checks, or breaking and crushing
items. In addition, you gain the ability to make one natural slam attack as
a standard action, dealing 1d6 points
of damage plus your new Strength
bonus (or 1-1/2 times your Strength
bonus if you make no other attacks
that round). You can make the slam
attack as a natural secondary attack
with the normal –5 penalty (or –2
penalty if you have the Multiattack
feat; see page 304 of the Monster
Manual) as part of a full attack action.
However, you cannot gain more than
one slam attack per round with this
spell due to a high base attack bonus
(+6 or higher).
Your fist undergoes no change in
size or form, remaining as flexible
and responsive as it would normally
be while under the spell’s effect.
Material Component: A pebble
inscribed with a stylized fist design.
FLENSING
Transmutation [Evil]
Level: Sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corporeal creature; see
text
Duration: Up to 4 rounds; see text
Saving Throw: Fortitude partial;
see text
Spell Resistance: Yes
When you cast this spell, you literally
strip the flesh from a corporeal creature’s body, inflicting incredible pain
and psychological trauma. Each round,
the target takes 2d6 points of damage,
1d6 points of Charisma damage, and
1d6 points of Constitution damage. A
successful Fortitude save negates the
ability damage, reduces the hit point
damage by half, and ends the spell. In
each round when the target creature is
affected, it gets a new save.
Flensing has no effect on creatures in
gaseous form.
Material Component: An onion.
FLY, MASS
Transmutation
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two
of which can be more than 30 ft.
apart
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As fly (see page 232 of the Player’s
Handbook), except this spell confers
the power of flight upon all targeted
creatures. Each recipient of the spell
must remain within 30 feet of at least
one other recipient, or the spell ends
for the creature that is separated from
the others. If only two individuals
are affected, the spell ends for both if
the distance between them exceeds
30 feet.
FORCE WHIP
Evocation [Sonic, Mind-Affecting]
Level: Bard 2, wu jen 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: A whip of force
Duration: 1 round/level
Saving Throw: Will negates; see
text
Spell Resistance: No
This spell creates a whip of magical
force that you wield as if you had proficiency with it. Simply cracking a force
whip keeps normal animals (but not
magical beasts or vermin) at bay unless
they succeed on a Will save. Affected
animals stay at least 30 feet away from
you for the duration of the spell, as
space permits. On a successful ranged
attack with the whip, any normal
animal you strike must succeed on a
Will save or become frightened.
Against other creature types, you can
use a force whip in combat as if it were a
normal whip.
Material Component: A small silk
whip.
FORTIFY FAMILIAR
Universal
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Familiar touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (Harmless)
This spell makes your familiar tougher,
granting it 2d8 temporary hit points
and a +2 enhancement bonus to its
natural armor. It also has a 25% chance
to avoid extra damage from sneak
attacks or critical hits (though such
attacks still deal normal damage if successful). Temporary hit points gained
in this fashion last for up to 1 hour.
FREEZING FOG
Conjuration (Creation) [Cold]
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Effect: Fog spreads in 20-ft. radius,
20 ft. high
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
A bank of freezing mist billows out
from the point you designate, obscuring all sight (including darkvision)
beyond 5 feet. Creatures in the first
5 feet of the mist have concealment,
while creatures farther inside have total
concealment.
Each round on your turn, the frigid
mist deals 1d6 points of cold damage
to each creature and object within
it. The freezing fog is so thick that any
108
620_17925_Chpt4.indd 108
9/15/04 3:05:03 PM
Transmutation
Level: Sorcerer/wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You assume a visible, incorporeal
form like that of a manifesting ghost.
You have no physical body while in
this state. You can be harmed only by
other incorporeal creatures, magic
weapons or creatures that strike as
magic weapons, and spells, spell-like
abilities, or supernatural abilities.
You are immune to all nonmagical
attack forms. Even when hit by spells
or magic weapons, you have a 50%
chance to ignore any damage from
a corporeal source (except for positive energy, negative energy, force
effects such as magic missile, or attacks
made with ghost touch weapons).
Nondamaging spell effects affect you
normally unless they require corporeal
targets to function (such as implosion)
or they create a corporeal effect that
ghostform and do not set off traps that
are triggered by weight.
You move silently and cannot be
heard with Listen checks if you don’t
wish to be while in ghostform. You have
no Strength score while incorporeal,
so your Dexterity modifier applies to
both your melee attacks and ranged
attacks. Nonvisual senses, such as scent
and blindsight, are either ineffective or
only partly effective with regard to you.
You have an innate sense of direction
and can move at full speed even when
you cannot see.
CHAPTER 4
GHOSTFORM
incorporeal creatures would normally
be unaffected by (such as a web or wall
of stone spell).
As an incorporeal creature, you
have no natural armor bonus but have
a deflection bonus equal to your Charisma bonus (always at least +1, even if
your Charisma score does not normally
provide a bonus).
You can enter or pass through solid
objects while in ghostform, but you
must remain adjacent to the object’s
exterior, and so cannot pass entirely
through an object whose space is
larger than your own. You can sense
the presence of creatures or objects
within a square adjacent to your
current location, but enemies have
total concealment (50% miss chance)
from you while you are inside an
object. In order to see farther from the
object you are in and attack normally,
you must emerge. While inside an
object, you have total cover, but when
you attack a creature outside the object
you have cover only, so a creature
outside with a readied action could
strike at you as you attack. You cannot
pass through a force effect.
While under the effect of ghostform,
your attacks pass through (ignore)
natural armor, armor, and shields,
although deflection bonuses and force
effects (such as mage armor) work normally against you. Your nonmagical
attacks have no effect on corporeal
targets, and any attack you make with
a magic weapon against a corporeal
target has a 50% miss chance, except for
attacks you make with a ghost touch
weapon, while are made normally (no
miss chance). Spells you cast while
in ghostform affect corporeal targets
normally, including spells that require
you to make an attack roll (such as rays
or melee touch spells). You can pass
through and operate in water as easily
as you do in air. You cannot fall or take
falling damage. You cannot make trip
or grapple attacks, nor can you be
tripped or grappled. In fact, you cannot
take any physical action that would
move or manipulate an opponent or its
equipment, nor are you subject to such
actions. You have no weight while in
SPELLS AND
INVOCATIONS
creature attempting to move through
it progresses at a maximum speed of
5 feet (regardless of its normal speed)
and takes a –2 penalty on all melee
attack rolls and damage rolls and a –6
penalty on ranged weapon attack rolls
(but not ranged spell attack rolls). A
creature or object that falls into the
fog from above is slowed, so that each
10 feet of mist it passes through effectively reduces overall falling distance
by 10 feet.
Freezing fog also coats all solid surfaces in its area with a slick, icy rime,
and on your turn each round, each
creature in the area of the fog must
make a successful Reflex save or fall.
A creature that manages to stand must
make a DC 10 Balance check in order
to move, falling if it fails its save by 5
or more. Creatures in a freezing fog can’t
take a 5-foot step.
A severe wind (31+ mph) disperses
the cloud in 1 round. The spell does
not function underwater.
GHOST LIGHT
Necromancy [Fear, Mind-Affecting]
Level: Wu jen 1
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Effect: One Medium or smaller
ghostly light
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes
You create a ghostly green radiance
anywhere within range that shines
with the brightness of a torch and
is imbued with unearthly power,
causing creatures within 30 feet to
become shaken unless they succeed
on a Will save. The light can be shaped
to any Medium or smaller form, and
can move at a speed of 30 feet as long
as you maintain concentration on the
spell (so that you can shape the effect
into a human form and make it seem
to walk or fly, for example). The shape
of a ghost light can be changed at any
time during the spell’s duration as a
free action.
Material Component: A bit of phosphorus.
GIANT SIZE
Transmutation
Level: Wu jen 7
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute
109
620_17925_Chpt4.indd 109
9/15/04 3:05:05 PM
Illus. by W. O’Connor
SPELLS AND
INVOCATIONS
CHAPTER 4
Giant Size
Caster
Level
1st–15th
16th–18th
19th or higher
Nat. AC/Atk Space/
Size
Str Dex Con AC
Mod Reach
Huge (20 ft.)
+16 –2 +4 +3
–2
15 ft./15 ft.
Gargantuan (40 ft.) +24 –2 +8 +7
–4
20 ft./20 ft.
Colossal (72 ft.)
+32 –2 +12 +12
–8
30 ft./30 ft.
When you cast this spell, you grow to
Huge, Gargantuan, or Colossal size,
depending on your caster level. Your
Strength, Dexterity, Constitution,
natural armor, size modifier to Armor
Class and attack rolls, and space and
reach all change as shown on the
accompanying table. (You need not
assume the largest size you are capable
of; you can choose to grow only to a
smaller size if you wish.)
All your equipment changes size
with you, allowing you to use weapons
or magic items effectively in your
giant form. See Table 2–2: Increasing
Weapon Damage by Size, page 28 of the
Dungeon Master’s Guide, to determine
the damage dealt by any weapons carried when you cast giant size.
Material Component: The scale of
a dragon or hairs from the head of a
giant.
HAIL OF STONE
Conjuration (Creation) [Earth]
Level: Wu jen 1 (earth), warmage 1
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./
level)
Area: Cylinder (5-ft. radius, 40 ft.
high)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You create a rain of stones that deals
1d4 points of damage per caster level
(maximum 5d4) to creatures and
objects within the area.
Material Component: A piece of jade
worth 5 gp.
HEART OF STONE
Necromancy
Level: Sorcerer/wizard 8
Components: V, S, F, XP
Casting Time: 1 hour
Range: Personal
Target: You
Duration: 1 year
You exchange your own living heart
for a finely crafted heart of perfect,
unblemished stone, altering the very
nature of your body. Your living heart
can then be stored or hidden anywhere
you like, where it continues to beat for
the duration of the spell.
While under the effect of heart
of stone, you gain damage reduction
5/– and resistance to energy 5 against
cold, fire, and electricity, but are subject
to the following disadvantages. First,
your rate of natural healing slows to
only 1 hit point per day (regardless
of character level or whether you
rest). Second, any attempt to heal you
with conjuration (healing) spells, or
spell-like and supernatural abilities
that mimic the effects of such spells,
requires a caster level check (DC 10 +
your caster level) to succeed. Finally,
your own living heart is vulnerable to
attack; if it is damaged or destroyed,
you are instantly slain.
Heart of stone can be dispelled, in
which case your own living heart
instantly returns to its proper place
while the stone heart is transported
to the place where you left your own
heart. Your heart and the stone heart
likewise switch places if you enter
an antimagic field (temporarily negating the spell’s effects), but the spell
resumes when you leave it. Stone to
flesh can also end the spell, though
you get a Fortitude saving throw to
resist.
Focus: A carved stone heart of
exceptional quality (jade, obsidian, or
gold-veined marble) worth 5,000 gp.
XP Cost: 1,000 XP.
HEART RIPPER
Necromancy
Level: Assassin 4, wu jen 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more creatures, no
two of which can be more than
30 ft. apart; see text
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
With a sweep of your hand, invisible
bolts of force slam into your targets,
instantly slaying each target by driving
its heart from its body unless it succeeds on a Fortitude save. Heart ripper
affects a number of creatures with Hit
Dice totaling your caster level, none
of which can have more than 4 HD.
Creatures with the fewest Hit Dice
are affected first, with creatures of
equal Hit Dice affected according to
which is closest to the spell’s point of
origin. Extra Hit Dice not sufficient to
affect remaining creatures are wasted.
Creatures that don’t depend on their
hearts for survival (such as undead
and constructs) and creatures with no
anatomy (such as oozes) are unaffected
by the spell.
ICE BLAST
Evocation [Cold]
Level: Wu jen 2 (water)
Components: S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
When you cast this spell, you spit
forth a cloud of icy crystals that
extends outward in a cone. Creatures
in the area are covered with a thin
layer of ice that deals 1d6 points of
damage per two caster levels (maximum 10d6). In addition, creatures
are affected by a temporary frostbite
condition, making them fatigued
for 1 minute. A successful Fortitude
save negates both the damage and the
frostbite effect.
Material Component: A mouthful of
water.
110
620_17925_Chpt4.indd 110
9/15/04 3:05:07 PM
Giant size
620_17925_Chpt4.indd 111
9/15/04 3:05:13 PM
SPELLS AND
INVOCATIONS
CHAPTER 4
ICE KNIFE
Conjuration (Creation) [Cold]
Level: Assassin 2, wu jen 2 (water),
warmage 2
Components: S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One icy missile
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
A magical shard of ice blasts from your
hand and speeds to its target. You must
succeed on a normal ranged attack to
hit (with a +2 bonus on the attack roll
for every two caster levels). If it hits, an
ice knife deals 2d8 points of cold damage
plus 2 points of Dexterity damage
(no Dexterity damage on a successful
Fortitude save). Creatures that have
immunity to cold damage also take no
Dexterity damage automatically.
A knife that misses creates a shower
of ice crystals in a 10-foot-radius burst
(see Missing with a Thrown Weapon,
page 158 of the Player’s Handbook,
to determine where the shard hits).
The icy burst deals 1d8 points of cold
damage to all creatures within the area
of the effect (Reflex half).
Material Component: A drop of water
or piece of ice.
ILLUSORY PIT
Illusion (Figment)
Level: Sorcerer/wizard 6
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./
level)
Area: 10-ft. cube/level
Duration: Concentration + 1 round/
level
Saving Throw: Will partial; see text
Spell Resistance: Yes
You create an illusory pit, and each
creature entering or within the area is
forced to make a Will save or believe
the floor on which it stands has become
a bottomless chasm. On a successful
save, creatures suffer a mild case of
vertigo and are stunned for 1 round,
but those that fail their saves fall prone
and are unable to take any action except
clawing desperately at the floor in the
hopes of stopping their apparent fall.
An attack on an affected creature frees
it from the effect of the illusion but
leaves it stunned for 1 round. Likewise,
when the spell ends, creatures that
believed they were falling are stunned
for 1 round.
Flying creatures passing over an
illusory pit that succeed on a Will save
are unaffected by the spell, but those
that fail are stunned for 1 round.
IMBUE FAMILIAR WITH
SPELL ABILITY
Universal
Level: Sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Familiar touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell allows you to transfer a
number of your spells and the ability to
cast them into your familiar. Spontaneous spellcasters, such as sorcerers, can
imbue a familiar with any spells they
know how to cast. Arcanists who prepare spells, such as wizards, can imbue
a familiar with any spell they have
currently prepared. In either case, you
can imbue one spell per three caster
levels, with a maximum spell level of
one-third your caster level, rounded
down (maximum 5th level). Multiple
castings of imbue familiar with spell ability have no effect on these limits.
The transferred spell’s variable characteristics (range, duration, area, and so
on) function according to your level.
Once you cast imbue familiar with spell
ability on your familiar, both the spell
slot from which you cast the spell and
the spell slots of the transferred spells
remain unavailable for the preparation
or casting of new spells until the familiar uses the transferred spells or imbue
familiar with spell ability expires.
The spell can be dispelled; if this
spell fails, the spells transferred are
lost as if the familiar had cast them.
In an antimagic field, the familiar loses
the ability to cast the imbued spells,
but regains it again if it leaves the field
(so long as the spell’s duration hasn’t
expired).
If any transferred spell requires a
focus or material component, you must
have it on your person when the spells
are cast (components are consumed as
normal without requiring you to bring
them to hand). Any XP costs from a
transferred spell are deducted from
your total when the familiar casts the
spell.
INTERNAL FIRE
Evocation [Fire]
Level: Wu jen 9 (fire)
Components: V, S, F
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./
level)
Targets: Up to 1 HD/level of creatures, no two of which can be more
than 20 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
This spell creates a deadly raging heat
in the internal organs of the targets,
causing them to burst into flame from
within. Targets that fail a Fortitude save
die instantly. Those who save successfully take 6d6 points of fire damage +1
point per caster level (maximum +20)
instead.
Focus: An iron brazier filled with
red-hot charcoal.
IRON SCARF
Transmutation
Level: Wu jen 1 (metal)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
112
620_17925_Chpt4.indd 112
9/15/04 3:05:17 PM
Your touch becomes toxic, poisoning
a creature you hit with a successful
melee touch attack. The poison deals
1d6 points of Constitution damage
immediately and another 1d6 points
of Constitution damage 1 minute
later. Each instance of damage can be
negated with a successful Fortitude
save.
Focus: A tattoo of a toad on your
skin.
LEOMUND’S HIDDEN
LODGE
Conjuration (Creation)
Level: Bard 5, sorcerer/wizard 5
Components: V, S, F; see text
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-square structure
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
As Leomund’s secure shelter (see page 247
of the Player’s Handbook), except that the
hidden lodge is perfectly camouflaged
to blend in with whatever terrain or
surroundings are appropriate. It might
Ice
knife
Focus: The
focus of an
alarm spell (silver
wire and a tiny bell), if this benefit is
to be included in the hidden lodge (see
the Leomund’s secure shelter description
for more information).
LIGHTNING BLADE
Evocation [Electricity]
Level: Wu jen 2
Components: V, S
Casting Time: 1 standard action
Target: Willing creature touched;
see text
When you cast this spell, a sword blade
of crackling electrical energy appears
in the hand of the willing creature
you touch. A lightning blade is the size
of a normal longsword but virtually
weightless, and it is treated as a martial
weapon for the purpose of determining
whether the wielder is proficient with
it. The wielder can use the blade to
deal electricity damage with a melee
touch attack, or to fire a 30-foot line of
lightning as a ranged touch attack.
During the spell’s duration, the blade
can deal up to 1d6 points of electricity
damage per caster level (maximum
10d6). For each attack roll, the
blade’s wielder decides how
many dice of damage the blade
will deal on a successful hit,
up to the maximum damage
potential remaining in
the spell. On a successful attack, the blade
deals the specified
damage to the target.
If the attack misses,
the damage is lost.
The wielder’s Strength
modifier does not apply to any
damage done with a lightning
blade. The spell does not function
underwater.
Illus. by W. O’Connor
Necromancy
Level: Wu jen 2
Components: V, S, F
Casting Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude negates;
see text
Spell Resistance: Yes
Effect: Swordlike blade; see text
Duration: 1 minute or until discharged
Saving Throw: None
Spell Resistance: Yes
CHAPTER 4
KISS OF THE
TOAD
appear as a house-sized boulder in a
rocky or mountainous area, as a sand
dune in the desert, as a densely tangled
thicket, a grassy knoll, or even a mighty
tree. The hidden lodge also obscures all
telltale signs of habitation, including
any smoke, light, or sound coming
from within.
At any distance of more than 30 feet,
the lodge is indistinguishable from
natural terrain. Any creature approaching within 30 feet is entitled
to a DC 30 Survival check to
spot the hidden lodge as
an artificial dwelling and
not a natural part of the
landscape.
SPELLS AND
INVOCATIONS
When you cast this spell, you flick a
silk scarf at one creature within range,
magically propelling it toward the
target. The scarf assumes an ironlike
hardness on the way. You must have
line of sight to the target and hit with
a normal ranged attack with the scarf.
If you hit, the target takes 1d8 points
of damage +1 point per caster level
(maximum +5).
Focus: The silk scarf.
LOW-LIGHT
VISION
Transmutation
Level: Assassin 1, ranger 1, sorcerer/
wizard 1
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The target creature gains low-light
vision: the ability to see twice as far
113
620_17925_Chpt4.indd 113
9/15/04 3:05:21 PM
MAGE ARMOR,
GREATER
SPELLS AND
INVOCATIONS
Conjuration (Creation) [Force]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
Illus. by F. Vohwinkel
CHAPTER 4
as a human in starlight, moonlight,
torchlight, and similar conditions of
poor illumination. The target retains
the ability to distinguish color and
detail under these conditions.
Arcane Material Component: A small
candle.
attempt (see page 155 of the Player’s
Handbook). You use the ray’s Strength
modifier (+10) in place of your own, and
such attempts do not provoke attacks of
opportunity, even if you use magnetism
against a creature in an adjacent square,
although casting the spell might still
provoke attacks of opportunity. If you
succeed on the disarm attempt, the
weapon flies from your opponent’s
hand to your own.
This spell functions like mage
armor, except that its tangible field of force provides
a +6 armor bonus to Armor
Class.
Material Component: A
tiny platinum shield worth
25 gp.
MAGNETISM
Transmutation
Level: Wu jen 3 (metal)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No
A shimmering magnetic ray springs
from your hand and pulls iron or steel
objects to your grasp. Once per round
on a successful ranged touch attack, the
magnetic ray can draw an object toward
you with an effective Strength score of
30 (and so can target items weighing
up to 8,000 pounds). Any unattended
and unsecured item flies directly and
safely to your hand (or to the edge of
your space if too large to be wielded),
but drawing an item toward you that
another creature is holding (such as a
weapon) requires a successful disarm
Metal skin
If you target
an item that is attended but not held,
such as a weapon at someone’s belt, the
creature bearing the item gets a Reflex
save to hang onto it, dropping whatever
else is in one hand at the time unless
it has a free hand. On a failed save, the
item flies from the creature’s hand to
your own. Otherwise, make a disarm
attempt as above.
If an item is secured in some way,
you can make a Strength check (using
the ray’s +10 bonus) to break or burst
whatever holds it.
Material Component: A piece of lodestone.
MELT
Evocation
Level: Wu jen 1 (fire)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One 5-ft. cube of ice or 10-ft.
cube of snow/level, or one cold
creature/level
Duration: Instantaneous
Saving Throw: None or Fortitude half; see text
Spell Resistance: See text
This spell allows you to melt ice
and snow, or to deal damage to
cold creatures. The spell melts
normal ice and snow automatically (no saving throw
or spell resistance allowed);
melted ice creates an equivalent volume of water that
flows and spreads according to its location. Melted
snow creates a volume of
water equal to one-tenth
its original volume (so that a
10th-level wu jen melting ten
10-foot cubes of snow would
create a single 10-foot-cube
volume of water in its place). In
both cases, depending on the local
temperature, melted ice or snow
might begin to freeze again once the
water stops flowing, possibly creating
a movement hazard.
Against cold creatures, the spell
deals 2 points of damage per caster
level (maximum 10 points), or half
damage on a successful Fortitude save.
Against magically created ice or snow
(like that generated by wall of ice), the
spell deals the same damage (possibly
smashing or breaching the ice) but
does not melt it. Cold creatures apply
spell resistance, if any.
Material Component: A few crystals
of rock salt and a pinch of soot.
114
620_17925_Chpt4.indd 114
9/15/04 3:05:24 PM
METAL SKIN
ORB OF ACID
When you cast this spell, the recipient’s
skin toughens and gleams as if metallic,
and it gains a natural armor bonus of +8.
The target becomes somewhat slow and
stiff, taking a –2 penalty to Dexterity.
Material Component: A small piece of
rhinoceros hide.
CHAPTER 4
Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 4, warmage 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: Fortitude
partial
Spell Resistance: No
SPELLS AND
INVOCATIONS
Transmutation
Level: Wu jen 5 (metal)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes
MINUTE FORM
Minute Form
Caster
Level
15th–16th
17th–18th
19th or higher
Size
Tiny (18 in.)
Diminutive (9 in.)
Fine (3 in.)
Str
–8
–10
–10
Lesser orb of acid
An orb of acid about 3 inches across
shoots from your palm at its target,
dealing 1d6 points of acid damage per
caster level (maximum 15d6). You must
succeed on a ranged touch attack to hit
your target.
A creature struck by the orb takes
damage and becomes sickened by the
acid’s noxious fumes for 1 round. A
successful Fortitude save negates the
sickened effect but does not reduce the
damage.
ORB OF ACID, LESSER
Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 1, warmage 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Dex
+4
+6
+8
AC/Atk
Con Mod
–2
+2
–2
+4
–2
+8
Space/
Reach
2-1/2 ft./0 ft.
1 ft./0 ft.
1/2 ft./0 ft.
Illus. by G. Kubic
Transmutation
Level: Wu jen 8
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute
When you cast this spell, you shrink to
Tiny, Diminutive, or Fine size, depending on your caster level). Your Strength,
Dexterity, Constitution, size modifier
to Armor Class and attack rolls, and
space and reach all change as shown
on the accompanying table. (You need
not assume the smallest size you are
capable of; you can choose to shrink
only to a larger size if you wish.)
None of your ability scores can be
reduced below 1 by this spell. All your
equipment changes size with you,
allowing you to use weapons or magic
items effectively in your smaller form.
See Table 2–3: Decreasing Weapon
Damage by Size, page 28 of the Dungeon
Master’s Guide, to determine the damage
dealt by any weapons carried when you
cast minute form.
Material Component: A flea.
Effect: One
orb of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
An orb of acid about 2 inches across
shoots from your palm at its target,
dealing 1d8 points of acid damage. You
must succeed on a ranged touch attack
to hit your target.
For every two caster levels beyond
1st, your orb deals an additional 1d8
points of damage: 2d8 at 3rd level,
3d8 at 5th level, 4d8 at 7th level, and
the maximum of 5d8 at 9th level or
higher.
ORB OF COLD
Conjuration (Creation) [Cold]
Level: Sorcerer/wizard 4, warmage 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
115
620_17925_Chpt4.indd 115
9/15/04 3:05:28 PM
This spell functions like orb of acid,
except that it deals cold damage. In
addition, a creature struck by an orb of
cold must make a Fortitude save or be
blinded for 1 round instead of being
sickened.
SPELLS AND
INVOCATIONS
CHAPTER 4
Effect: One orb of cold
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
ORB OF COLD, LESSER
ORB OF FIRE
Conjuration (Creation) [Fire]
Level: Sorcerer/wizard 4, warmage 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of fire
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
Poison needles
Conjuration (Creation) [Cold]
Level: Sorcerer/wizard 1, warmage 1
Effect: One orb of cold
This spell functions like lesser orb of
acid, except that it deals cold damage.
Illus. by R. Spencer
ORB OF
ELECTRICITY
Conjuration (Creation)
[Electricity]
Level: Sorcerer/wizard 4, warmage 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +
5 ft./2 levels)
Effect: One orb of electricity
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
This spell functions like orb of acid,
except that it deals electricity damage.
In addition, a creature wearing metal
armor struck by an orb of electricity
must make a Fortitude save or be
entangled for 1 round instead of being
sickened.
ORB OF ELECTRICITY,
LESSER
Conjuration (Creation) [Electricity]
Level: Sorcerer/wizard 1, warmage 1
Effect: One orb of electricity
This spell functions like lesser orb of
acid, except that it deals electricity
damage.
This spell functions like orb of acid,
except that it deals fire damage. In
addition, a creature struck by an orb
of fire must make a Fortitude save or
be dazed for 1 round instead of being
sickened.
ORB OF FIRE, LESSER
Conjuration (Creation) [Fire]
Level: Sorcerer/wizard 1, warmage 1
Effect: One orb of fire
This spell functions like lesser orb of
acid, except it deals fire damage.
ORB OF FORCE
Conjuration (Creation) [Force]
Level: Sorcerer/wizard 4, warmage 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Effect: One orb of force
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a globe of force 3 inches
across, which streaks from your palm
toward your target. You must succeed
on a ranged touch attack to hit the
target. The orb deals a total of 1d6
points of damage per caster level
(maximum 10d6).
ORB OF SOUND
Conjuration (Creation) [Sonic]
Level: Sorcerer/wizard 4, warmage 4
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: One orb of sonic energy
Duration: Instantaneous
Saving Throw: Fortitude
partial
Spell Resistance: No
This spell functions like orb of acid,
except that it deals 1d4
points of sonic damage per
level (maximum 15d4). In
addition, a creature struck by an
orb of sound must make a Fortitude save
or be deafened for 1 round instead of
being sickened.
ORB OF SOUND, LESSER
Conjuration (Creation) [Sonic]
Level: Sorcerer/wizard 1, warmage 1
Effect: One orb of sonic energy
This spell functions like lesser orb of
acid, except it deals 1d6 points of sonic
damage, plus an additional 1d6 points
of damage per two caster levels beyond
1st: 2d6 at 3rd level, 3d6 at 5th level, 4d6
at 7th level, and the maximum of 5d6
at 9th level or higher.
OTILUKE’S DISPELLING
SCREEN
Abjuration
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
116
620_17925_Chpt4.indd 116
9/15/04 3:05:34 PM
Effect: Energy wall whose area is
up to one 10-ft. square/level, or a
sphere or hemisphere with a radius
of up to 1 ft./level
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
Abjuration
Level: Sorcerer/wizard 7
As Otiluke’s dispelling screen, except that
the maximum caster level bonus on the
dispel check is +20.
PAIN
Necromancy
Level: Wu jen 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to 1 HD/level of crea-
PHANTASMAL
ASSAILANTS
Illusion (Phantasm) [Fear, Mindaffecting]
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will disbelief (if
interacted with), then Fortitude
half; see text
Spell Resistance: Yes
You create phantasmal images of
nightmare creatures in the target’s
mind, visible only as shadowy shapes
to you and unseen by all others. If
the target succeeds on an initial Will
save, it recognizes that the images
are not real, and the spell fails. If
not, the phantasms strike the target,
POISON NEEDLES
Transmutation
Level: Wu jen 4 (metal)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None and
Fortitude negates; see
text
Spell Resistance: Yes
CHAPTER 4
OTILUKE’S GREATER
DISPELLING SCREEN
The target creatures are struck by wracking pains and agony, giving them a –4
penalty on attack rolls, skill checks, and
ability checks. A successful Fortitude
save lessens this penalty to –2.
Material Component:
A live leech.
dealing 4 points of Wisdom damage
and 4 points of Dexterity damage (2
points each on a successful Fortitude
save). If the subject of a phantasmal
assailant succeeds in disbelieving and
is wearing a helm of telepathy, the spell
can be turned back upon you with the
same effect.
SPELLS AND
INVOCATIONS
You create an opaque, immobile, shimmering screen of violet energy. Any
spell effect operating on a creature or
unattended object that passes through
the screen is affected as by a targeted
dispel magic at your caster level. Attended items that pass through are not
affected by the screen, which is the
only way the screen differs from
a normal targeted casting
of dispel magic—attended
items are essentially not targeted by the screen. Make a
caster level check (1d20
+ 1 per caster level, maximum +10) to dispel spell
effects (DC 11 + caster level)
or suppress an unattended object’s magical properties
for 1d4 rounds
(DC equal to the
item’s caster level). Spell effects not
operating on objects or unattended
creatures cannot pass through the
screen. A disintegrate or successful dispel
magic removes Otiluke’s dispelling screen,
while an antimagic field suppresses it.
Material Component: A sheet of fine
lead crystal.
tures, no two of which can be more
than 20 ft. apart
Duration: 1 minute
Saving Throw: Fortitude partial
Spell Resistance: Yes
A needle flicked from
your fingers multiplies
into a hail of needles
that drip poison, striking a single target.
If you hit with a
normal ranged attack, the target takes
1d4 points of damage per
caster level (maximum 5d4) and experiences an effect of your choice from
the following.
• The target takes 1d8 points of
Constitution damage immediately and another 1d8 points of
Constitution damage 1 minute
later. Each instance of damage
can be negated with a separate
Fortitude save.
• The target is paralyzed for 2d6 minutes. A successful Fortitude save
negates the effect.
• The target takes 1d10 points of
Dexterity damage immediately
and another 1d10 points of Dexterity damage 1 minute later.
Each instance of damage can be
negated with a separate Fortitude
save.
Material Component: A long metal
needle.
117
620_17925_Chpt4.indd 117
9/15/04 3:05:40 PM
SPELLS AND
INVOCATIONS
CHAPTER 4
PRISMATIC RAY
Evocation
Level: Sorcerer/wizard 5, warmage 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Effect: Ray
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
A single beam of brilliantly colored
light shoots from your outstretched
hand. On a successful ranged touch
attack, creatures with 6 Hit Dice or
fewer are blinded for 2d4 rounds by the
prismatic ray in addition to suffering a
randomly determined effect (see the
accompanying table).
Prismatic Ray
Color of
1d6 Beam
Effect
1
Red
20 points fire
damage (Reflex half)
2
Orange 40 points acid
damage (Reflex half)
3
Yellow 80 points electricity
damage (Reflex half)
4
Green Poison (Kills;
Fortitude partial,
take 1d6 Con
damage instead)
5
Blue
Turned to stone
(Fortitude negates)
6
Indigo Insane, as insanity
spell (Will negates)
PROGRAMMED
AMNESIA
Enchantment (Compulsion) [Mindaffecting]
Level: Sorcerer/wizard 9
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You can selectively destroy, alter, or
implant memories in the target creature as you see fit. Casting the spell
gives you access to all of the subject’s
thoughts and memories, allowing you
to implement as many of the following
specific effects as you like.
Memory Erasure: Any or all memories
possessed by the subject can be erased,
including knowledge of specific events,
people, or places.
Memory Implant: You can create false
memories in the subject’s mind as you
see fit. Memories of being friends with
a hated enemy, events that didn’t really
take place, or betrayals by people the
subject regards as friends could all be
implanted.
Negative Levels: You can bestow a
number of negative levels equal to 1/2
the subject’s character level or less.
This effect represents erasure of class
knowledge and training. These negative levels never become permanent
level loss, but they cannot be removed
by spells such as restoration, remaining
in effect as long as the subject is under
the effect of this spell.
Persona Rebuilding: By erasing the
subject’s previous personality and
implanting a false set of memories,
you can build a new persona for the
creature, altering its alignment, beliefs,
values, and personality traits. Some
class abilities are affected by alignment
changes.
Programmed Trigger: You can program the subject to delay the onset
of any of the above effects until a
specific event takes place, such as the
receipt of a coded message, capture by
enemies, or arrival at some destination. Similarly, you could specify
some or all of the alterations you
create in a subject to be removed by
a specific event.
The nature of programmed amnesia is
such that a subject given new memories
(whether willing or not) might be given
cause to suspect that those memories
are false, based on how complete your
programming is. For example, a paladin subject to a persona rebuilding that
changes her alignment to neutral loses
her paladin abilities. Unless you impart
a specific believable memory of why
she changed alignment, the character
will perceive this unexplained gap
in her memory and might take steps
(such as seeking a magical cure for her
“amnesia”) that could negate the spell’s
effect (see below).
Generally, your subject must be
either willing to undergo the spell or
restrained in some way so that it cannot
leave or interfere with the casting.
Programmed amnesia is normally permanent unless you care to specify events
that will end the effect. Its effect can
also be removed by a greater restoration
or wish spell.
Material Component: A set of small
crystal lenses set in gold loops worth
500 gp.
PROTECTION FROM
CHARM
Abjuration
Level: Wu jen 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The recipient of this spell gains a
resistance bonus of +1 per three caster
levels (maximum +5) on any Will save
against charm or compulsion spells
or effects.
Material Component: Hair or some
other small part of the body of a
creature with an innate charm or
dominate ability (such as a succubus
or a vampire).
RAIN OF NEEDLES
Transmutation
Level: Wu jen 2 (metal)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A needle flicked from your fingers
multiplies into a hail of needles, raining down on all the targets you select.
You make a normal ranged attack
118
620_17925_Chpt4.indd 118
9/15/04 3:05:44 PM
Conjuration (Healing)
Level: Wu jen 7
Components: V, S, M, F
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 day/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You restore a semblance of life to a
deceased creature, putting the reanimated subject in a state of half life but
not fully binding the soul back into
the body. Creatures that have been
dead no more than one day per caster
level can be reanimated so long as their
souls are free and willing to return (see
Bringing Back the Dead, page 171 of
the Player’s Handbook). The reanimated
creature has 1 hit point and can take
only a single move action each round
(and so is unable to attack, use spells,
or activate magic items). Its speech (if
it could speak while alive) is slow and
slurred, and the creature’s memory
is cloudy, making it difficult for the
subject to remember even the basic
details of its past life. If left unwatched,
the creature is prone to wander off randomly. It can gain temporary hit points
but cannot increase its 1 hit point by
means of a Constitution increase or any
other method (though if it is wounded,
healing can bring the creature back to
1 hit point again). The creature can be
killed again (and reanimated again if
possible), and can be restored to full
life by any spell that would restore a
fully dead creature to life (such as raise
dead). As with gentle repose, time spent
reanimated does not count against the
time limit on raising the creature from
REAVING DISPEL
Abjuration
Level: Sorcerer/wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Target or Area: One spellcaster,
creature, or object; or a 20-ft.radius burst
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
Reaving dispel functions like dispel
magic, except that the maximum
caster level on your dispel check is
+25 instead of +10, and (as with greater
dispel magic) you have a chance to
dispel any effect that remove curse can
remove, even if dispel magic can’t dispel
that effect. When casting a targeted
dispel or counterspell, you can choose
to reave each spell you successfully
dispel, stealing its power and effect
for yourself. When making a targeted
dispel, make a Spellcraft check (DC
25 + spell level) to identify the target
spell or each ongoing spell currently in
effect on the target creature or object.
Each spell you dispel with a targeted
dispel can be reaved if you so desire,
and the spell’s effects are redirected to
you, continuing as if cast on you by the
original caster with no interruption
to or extension of duration. Once you
reave the spell, you identify it if you
haven’t done so already (see below).
If the subject was the caster and the
spell is dismissible, you can dismiss it
as if you had cast it yourself. Likewise,
if the subject was the caster and the
spell requires concentration, you must
concentrate to maintain the spell’s
effect as if you had cast it yourself.
You can still attempt to reave a spell
you didn’t identify with your Spellcraft
check, but doing so can be risky if you
don’t know the specifics of the spell’s
effect. For example, if you fail to identity an ongoing spell effect on an enemy
character and choose to reave anyway,
you might find yourself under the
influence of the dominate person effect
that character was suffering from. Any
spell resistance you might have has
no effect against harmful spells you
might inadvertently reave, but you get
the same chance to save against those
spell effects as the original target.
If you choose to reave a spell you have
successfully counterspelled with reaving dispel, you seize control of the spell
after the enemy caster completes it, and
you can redirect the spell to whichever
targets or area you wish (including the
original caster, if appropriate). Again,
you must make a Spellcraft check (DC
25 + spell level) to identify the spell
you intend to reave, but you are free
to choose to redirect a spell whose
effects, range, and area you don’t know.
Note, though, that if its correct casting
conditions aren’t met (because you
guess at an improper target or range,
for example), the spell fails.
Reaving dispel can be used to cast
an area dispel with the increased
maximum caster level, but any magical
effects so dispelled cannot be reaved.
CHAPTER 4
REANIMATION
the dead, and the reanimated body does
not decay.
A reanimated creature is not undead,
and it cannot be turned, harmed by
positive energy or holy water, or healed
by negative energy. A greater restoration spell fully restores the creature’s
memory but does not improve its
physical state.
Material Component: A white shawl
and incense.
Focus: A golden amulet shaped like a
phoenix.
SPELLS AND
INVOCATIONS
against each target separately, and the
needles deal 1d4 points of damage per
caster level (maximum 5d4) divided up
among the targets. Thus, a 4th-level wu
jen can target a single creature with
4d4 points of damage, or two creatures
with 2d4 points of damage each, and
so forth.
Material Component: A long metal
needle.
RECIPROCAL GYRE
Abjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Will half, then Fortitude negates; see text
Spell Resistance: No
You manipulate the magical aura of a
creature or object, creating a damag-
119
620_17925_Chpt4.indd 119
9/15/04 3:05:45 PM
SPELLS AND
INVOCATIONS
CHAPTER 4
ing feedback reaction of arcane power.
The target takes 1d6 points of damage
per spell level of each functioning
spell or spell-like ability currently
affecting it (maximum 25d6). For
example, a creature who is hasted (3rd
level), flying (3rd level), and protected
by a stoneskin spell (4th-level wizard
version) takes 10d6 points of damage
(Will save for half). In addition, any
creature that fails its save must then
succeed on a Fortitude save or be
dazed for 1d6 rounds.
Only spells specifically targeted on
the creature in question can be used
to create the backlash of a reciprocal
gyre, so spells that affect an area (such
as invisibility sphere and solid fog) can’t
be used to deal reciprocal damage to
creatures within their area. Likewise,
persistent or continuous effects from
magic items can’t be used to deal
reciprocal damage, but targeted spell
effects can be—for example, the magic
of a cloak of resistance can’t be used by
reciprocal gyre, but a spell cast by a wand
of invisibility could be.
Material Component: A tiny closed
loop of copper wire.
REFUSAL
Abjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Effect: Two 10-ft. squares/level (S)
Duration: 1 hour/level
Saving Throw: Will negates; see
text
Spell Resistance: Yes
You create a special ward that prevents
unauthorized spellcasters or creatures
with spell-like abilities from entering
an area. Any creature that has spells
prepared, spell slots available for casting without preparation, or innate
spell-like abilities must succeed on a
Will save or be halted by an invisible
barrier that prevents passage. The
DC of the Will save increases by a
number equal to the spell level of the
highest-level spell the creature has
prepared or is capable of casting (so
that a 10th-level sorcerer who hasn’t
yet exhausted his 5th-level spell slots
for the day adds +5 to the save DC). You
can choose to designate a password or
special condition (such as character
race, alignment, possession of a token,
or any other observable or detectable
characteristic) by which spellcasting
characters and creatures can enter the
refusal-warded area.
Creatures that have no spellcasting
capability or spell-like abilities (including spellcasters who have exhausted
their spell slots, and creatures with
spell trigger or spell completion magic
items) can pass through the barrier
with no difficulty. Spellcasters and
creatures that have spell-like abilities
and that are already within the area you
protect when you create the ward are
not compelled to leave or restricted in
their movement within it (and spells
and spell-like abilities can pass through
the barrier in either direction with no
difficulty). However, if such creatures
leave the area, they must succeed on
saving throws as described above to
return.
Creatures attempting to use any
teleportation spell or effect to enter the
warded area make the normal saving
throw. They are shunted harmlessly
to the nearest safe space outside the
warded area if they fail.
Material Component: A pinch of dust
from a wizard’s tomb.
REPAIR CRITICAL
DAMAGE
Transmutation
Level: Sorcerer/wizard 4
As repair light damage, except you repair
4d8 points of damage +1 point per
caster level (maximum +20).
REPAIR LIGHT DAMAGE
Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When laying your hand upon a construct that has at least 1 hit point
remaining, you transmute its structure
to repair the damage it has taken. The
spell repairs 1d8 points of damage +1
point per caster level (maximum +5).
REPAIR MINOR
DAMAGE
Transmutation
Level: Sorcerer/wizard 0
As repair light damage, except you repair
1 point of damage to a construct.
REPAIR MODERATE
DAMAGE
Transmutation
Level: Sorcerer/wizard 2
As repair light damage, except you
repair 2d8 points of damage +1 point
per caster level (maximum +10) to a
construct.
REPAIR SERIOUS
DAMAGE
Transmutation
Level: Sorcerer/wizard 3
As repair light damage, except you
repair 3d8 points of damage +1 point
per caster level (maximum +15) to a
construct.
RESIST ENERGY, MASS
Abjuration
Level: Cleric 3, druid 3, sorcerer/
wizard 4, wu jen 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two
of which can be more than 30 ft.
apart
Duration: 10 min./level
Saving Throw: Fortitude negates
(harmless)
Spell Resistance: Yes (harmless)
As resist energy, except that it affects all
targeted creatures.
120
620_17925_Chpt4.indd 120
9/15/04 3:05:47 PM
RESONATING BOLT
RING OF
BLADES
Conjuration
(Creation)
Level: Cleric 3,
warmage 3
Components: V,
S, M
Casting Time: 1
standard action
Range: Personal
Target: You
Duration: 1 min./level
This spell conjures a horizontal ring
of swirling metal blades around you.
The ring extends 5 feet from you, into
all squares adjacent to your space, and
it moves with you as you move. Each
round on your turn, starting when
you cast the spell, the blades deal 1d6
points of damage +1 point per caster
level (maximum +10) to all creatures
in the affected area.
The blades conjured by a lawfulaligned cleric are cold iron, those
conjured by a chaotic-aligned cleric are
silver, and those conjured by a cleric
Ring of blades
When you cast this spell, your skin
toughens and shimmers as if covered
with scales. You gain a +2 enhancement
bonus to your natural armor bonus,
increasing to +3 at 6th level, +4 at 9th
level, and +5 at 12th level or higher.
The enhancement bonus provided
by scales of the lizard stacks with your
own natural armor bonus (if any), but
not with other enhancement bonuses
to natural armor. A creature without
natural armor has an effective natural
armor bonus of +0, much as a character
wearing only normal clothing has an
armor bonus of +0.
Enchantment [Mind-Affecting]
Level: Wu jen 1
Components: F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One intelligent creature
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes (harmless)
Using nonverbal means, you can communicate a simple message
to one other intelligent
creature within range. By
simply waving a hand,
placing a scroll on
a table, raising
an eyebrow, or
making any other
sign, the spell
allows the target
to understand any
complete thought
of twenty-five
words or less, so
long as you and
the target could
normally communicate. You can’t send
a verbal message if
you don’t speak the
target’s language, but can
transmit a simple emotional
appeal (such as “help” or “danger”)
that the recipient knows is from you.
You can use this spell even if you are
bound and gagged, so long as the focus
is on your person.
Focus: A small glass cone.
CHAPTER 4
Transmutation
Level: Wu jen 1
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute
SECRET SIGNS
Illus. by M. Phillippi
You unleash a tremendous bolt of
sonic energy from your open hand,
dealing 1d4 points of sonic damage
per caster level (maximum 10d4)
to each creature within its area. In
addition, a resonating bolt
deals full damage to objects
and can easily shatter or
break interposing barriers.
If the bolt destroys a barrier, it can continue beyond
it if its range permits;
otherwise, it stops.
SCALES OF THE LIZARD
Focus: A tattoo of a lizard on your
skin.
SPELLS AND
INVOCATIONS
Evocation [Sonic]
Level: Bard 4, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
who is neither lawful nor chaotic are
steel.
Material Component: A small
dagger.
SERVANT HORDE
Conjuration (Creation)
Level: Sorcerer/wizard 5, wu jen 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Invisible, mindless, shapeless
servants
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
121
620_17925_Chpt4.indd 121
9/15/04 3:06:24 PM
This spell creates a number of unseen
servants (see page 297 of the Player’s
Handbook), up to a maximum of 2d6 +1
servant per level (maximum +15).
Material Component: A small stick
crossbar to which many lengths of
knotted thread are attached.
SPELLS AND
INVOCATIONS
CHAPTER 4
SHADOW BINDING
Illusion (Shadow)
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You cause a multitude of ribbonlike
shadows to instantaneously explode
outward from the target point. Creatures in the area that fail a Will save are
dazed for 1 round and are subsequently
entangled. Breaking free of the shadow
binding requires a DC 20 Strength
check or Escape Artist check, taken
as a full-round action.
Material Component: A few links of
iron chain.
SIGN OF SEALING
Abjuration
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One door, chest, or portal up
to 30 sq. ft./level in size
Duration: Permanent
Saving Throw: Reflex half; see text
Spell Resistance: No
You seal a door, chest, or similar closure
with a prominent magical sigil that
bars entry and prevents opening. A
door or object protected by this spell
can be opened only by breaking (add
10 to the normal break DC) or by the
use of knock or dispel magic. If the door
or object is forced open by any means
(magical or physical), the sign of sealing
deals 1d4 points of damage per caster
level (maximum 10d4) in a 30-foot
radius (Reflex half).
A knock spell doesn’t negate or automatically bypass a sign of sealing, but
will suppress the sign for 10 minutes
on a successful caster level check
(DC 11 + the caster level of the sign’s
creator). A sign of sealing is a magical
trap that can be disarmed with a successful DC 28 Disable Device check.
You can pass your own sign safely, and
it remains set behind you.
Material Component: A crushed
emerald worth 100 gp.
SIGN OF SEALING,
GREATER
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 10 minutes
This spell functions like sign of sealing,
except that it can also be used to seal
an open space (such as a corridor or an
archway), creating a magical barrier of
force that repels any creature attempting to pass. In addition, doors and
objects protected by a greater sign of sealing are strengthened, increasing their
hardness by 10 and gaining 5 hit points
per caster level. Any object protected
by the sign is treated as a magic item for
the purpose of making saving throws
and gains a +4 resistance bonus on all
saves. If its seal is broken, a greater sign
of sealing deals 1d6 points of damage
per caster level (maximum 20d6) in a
40-foot radius (Reflex half).
A greater sign of sealing cannot be
passed with a knock spell, but it can be
dispelled (DC 15 + the caster level of
the sign’s creator). It can be disarmed
with a successful DC 31 Disable Device
check.
Material Component: A crushed
emerald worth at least 500 gp.
SMOKE LADDER
Transmutation
Level: Wu jen 1 (fire)
Components: V, S, F
Casting Time: 1 round
Range: Touch
Effect: A ladder of smoke
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You create a misty ladder up to 10 feet
long per caster level, shaped from the
smoke given off by a fire as you cast the
spell. A smoke ladder weighs virtually
nothing and can be easily handled at
any length. Always steady and rigid,
the ladder needs no support or object
to lean against, but can simply be placed
in the desired position and climbed.
By casting the spell again on an existing smoke ladder before it dissipates, you
can reset its duration.
Focus: A large fire of green wood.
SNAKE DARTS
Transmutation
Level: Wu jen 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Targets: One or two creatures
Duration: Instantaneous; see text
Saving Throw: Fortitude partial; see
text
Spell Resistance: Yes
When you cast this spell, your snake
tattoos (the spell’s focus) transform
into real poisonous snakes that fly from
you to the target or targets you select,
striking like darts. The snakes always
hit, dealing 3d6 points of damage each.
The poison each snake carries deals
1d6 points of Constitution damage
immediately and another 1d6 points
of Constitution damage 1 minute later.
Each instance of ability damage can
be negated by a successful Fortitude
save.
After striking the targets, the living
snakes fly back to you and must be
swallowed before you can cast the
spell again. Swallowing the snakes is
a standard action that causes you no
harm and does not provoke attacks of
opportunity. Once they are swallowed,
the tattoos reappear immediately on
your arms.
Focus: Two snake tattoos on your
skin, usually one coiled around each
forearm.
122
620_17925_Chpt4.indd 122
9/15/04 3:06:28 PM
SPHERE OF ULTIMATE
DESTRUCTION
SPIRIT BINDING
Conjuration (Calling) [see text for
lesser spirit binding]
Level: Wu jen 6
SPIRIT BINDING,
LESSER
Conjuration (Calling) [see text]
Level: Wu jen 4
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels);
see text
Target: One spirit of up to 8 HD
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions as lesser planar
binding (see page 262 of the Player’s
Handbook), except that it allows you to
call and trap a single spirit creature of
up to 8 Hit Dice.
When you use a calling spell to call
an air, chaotic, earth, evil, fire, good,
lawful, or water creature, it becomes a
spell of that type.
SPIRIT BINDING,
GREATER
Conjuration (Calling) [see text for
lesser spirit binding]
Level: Wu jen 8
Targets: Up to 24 HD worth of spirits, no two of which can be more
than 30 ft. apart when they appear
As lesser spirit binding, except you can
attempt to call and trap one or more
spirit creatures of the same type whose
Hit Dice total no more than 24. If you
call multiple spirits, each gets its own
saving throw, makes independent
attempts to escape, and must be individually persuaded to aid you.
Transmutation
Level: Wu jen 6 (metal)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One spirit creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
A needle flicked from your fingers magically penetrates a spirit creature’s aura.
If you hit with a normal ranged attack,
the spirit loses the protective benefits of
being incorporeal and is held in place
(losing any Dexterity bonus to Armor
Class and giving attackers a +4 bonus
on attack rolls against it). Though the
spirit cannot move for the duration of
the spell, it can still take standard and
full-round actions (including attacks).
A pinned spirit is unable to use any
supernatural or spell-like ability that
would transport it from its current location (such as dimension door or teleport)
or alter its substance or state (such as
gaseous form or ethereal jaunt). The spirit
cannot remove the needle that pins it
in place, but another creature can do
so as a standard action.
Focus: A long metal needle.
CHAPTER 4
You conjure a featureless black sphere
of nothingness that disintegrates
virtually anything it touches. The
sphere flies up to 30 feet per round,
and you must make a ranged touch
attack against the single creature or
object you wish to target. The sphere
stops moving during the round when it
attacks, and you must actively direct it
to a new target as a move action.
When struck by the sphere, a target
takes 2d6 points of damage per caster
level (maximum 40d6). Any creature
reduced to 0 or fewer hit points by this
spell is disintegrated, leaving behind
only a trace of fine dust (though its
equipment is unaffected). When used
against an object, the sphere disintegrates as much as one 10-foot cube of
nonliving matter. A creature or object
that makes a successful Fortitude
save is partially affected, taking only
5d6 points of damage. If this damage
reduces the creature or object to 0 or
fewer hit points, it is disintegrated.
The effects of the sphere count as
a disintegrate spell for the purpose of
destroying a wall of force or any other
spell or effect specifically affected by
disintegrate. If the sphere exceeds the
spell’s range, it winks out.
Material Component: A pinch of dust
from a disintegrated creature.
As lesser spirit binding, except you can
attempt to call and trap one or more
spirit creatures of the same type whose
Hit Dice total no more than 16. If you
call multiple spirits, each gets its own
saving throw, makes independent
attempts to escape, and must be individually persuaded to aid you.
SPIRIT NEEDLE
SPELLS AND
INVOCATIONS
Conjuration (Creation)
Level: Sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Effect: 2-ft.-radius sphere
Duration: 1 round/level (D)
Saving Throw: Fortitude partial;
see text
Spell Resistance: Yes
Targets: Up to 16 HD worth of spirits, no two of which can be more
than 30 ft. apart when they appear
SPIRIT SELF
Necromancy
Level: Wu jen 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute (D)
You can send your spirit outside
yourself in an incorporeal form while
maintaining some semblance of life
within your physical body. Your spirit
is treated as an incorporeal creature
for the purposes of determining movement, special qualities, and weaknesses,
and has a speed of 90 feet but cannot
move more than 200 feet from your
body. In your spirit form, a spellcaster
using commune with lesser spirit or
commune with greater spirit can contact
123
620_17925_Chpt4.indd 123
9/15/04 3:06:30 PM
SPELLS AND
INVOCATIONS
CHAPTER 4
you, and you can cast spells that have
only verbal components. You cannot
attack physically or otherwise affect
the physical world, and you can return
your spirit to your body on your turn
as a standard action.
While you function in your spirit
form, your body assumes a half-awake
state, able to take only one move action
per round, losing its Dexterity bonus
to Armor Class (if any), and granting
its foes a +2 bonus on attack rolls
against it. Within 5 feet of your body,
you can command it to take simple
actions such as walking, talking (in
a slow, slurred fashion), or eating.
Damage taken by either your spirit or
your body is subtracted from your hit
point total, and if you are reduced to 0
or fewer hit points, you die. Likewise,
you die if your body moves more than
200 feet from your spirit form and
you cannot follow (while under the
effects of a spirit needle, for example),
or if you are otherwise prevented from
returning to your body when the spell
ends.
Material Component: A small prayer
wheel.
SPIRITWALL
Necromancy [Fear, Mind-Affecting]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Effect: Swirling wall whose area is
up to one 10-ft. square/level, or a
sphere or hemisphere with a radius
of up to 1 ft./level
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell creates an immobile, swirling mass of greenish-white forms
resembling tortured spirits. One side
of the wall, selected by you, emits a
low groaning that causes creatures
within 60 feet of that side to make
a Will save or flee in panic for 1d4
rounds. Any living creature that
merely touches the wall takes 1d10
points of damage as its life force is
disrupted. A living creature passing
through the wall takes 1d10 points
of damage, as above, and must make a
successful Fortitude save or gain one
negative level.
The barrier is semimaterial and
opaque, providing cover and total
concealment against physical attacks,
and it blocks magical effects (including
spells, spell-like abilities, and supernatural abilities).
Material Component: A clear cut
gemstone.
STEAM BREATH
Evocation [Fire]
Level: Wu jen 3 (water)
Components: V, S, M
Casting Time: 1 round
Range: 30 ft.
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You expel a powerful breath of superheated steam that extends outward as a
cone of scalding mist. Creatures within
the cone take 1d6 points of fire damage
per caster level (maximum 10d6). The
steam clouds dissipate instantly after
the damage is dealt.
Material Component: A glowing piece
of charcoal doused with water.
STONY GRASP
Transmutation [Earth]
Level: Sorcerer/wizard 3
Effect: Animated stone arm
Duration: 1 round/level
As earthen grasp (see page 104), except
the stony arm can appear from any
natural surface, including unworked
rock, earth, mud, grass, or sand. The
stone arm has AC 18, hardness 8, and
4 hit points per caster level.
Material Component: A miniature
hand sculpted from stone.
SUMMON ELEMENTAL
MONOLITH
Conjuration (Summoning) [see text]
Level: Cleric 9, druid 9, sorcerer/
wizard 9, wu jen 9
Components: V, S, M/DF
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./
level)
Effect: One summoned elemental
monolith
Duration: Concentration, up to 1
round/level (D)
Saving Throw: None
Spell Resistance: No
You conjure a tremendously powerful creature known as an elemental
monolith (see page 156). It appears at
the spot you designate and acts immediately on your turn, attacking your
opponents to the best of its ability. If
you speak the elemental monolith’s
language and are close enough to communicate with it, you can direct it not
to attack, to attack particular enemies,
or to perform other actions. The
monolith can’t be summoned into an
environment hostile to it in any way
(for example, you couldn’t summon a
fire monolith underwater or an earth
monolith high in mid-air).
When you use a summoning spell
to summon an air, earth, fire, or water
creature, it becomes a spell of that
type.
Arcane Material Component: A gem
worth 100 gp—aquamarine for air,
tourmaline for earth, garnet for fire,
or pearl for water.
SUMMONING WIND
Transmutation
Level: Wu jen 5
Components: V, S
Casting Time: 10 minutes
Range: 10 miles/level
Targets: Up to 10 creatures/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You send a message or sound on the
wind to a number of specific creatures
that you identify while casting the
spell. You need not directly know the
recipients, but you must be able to
distinguish them by their location,
position, or some feature other than
race or character class. For example,
you could send a summoning wind to
the soldiers of your palace guard or to
124
620_17925_Chpt4.indd 124
9/15/04 3:06:32 PM
This powerful glamer functions like
invisibility, except that it masks image,
CHAPTER 4
Illusion (Glamer)
Level: Sorcerer/wizard 9
Components: V, S
Casting Time: 10 minutes
Range: Personal or touch
Target: You or a creature or
object weighing no more
than 100 lb./level
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
Stony
grasp
and vibration in a 5-foot radius, preventing detection by tremorsense and
similar abilities, as well as preventing
speech and the casting of spells with
somatic components (though the subject remains able to detect scents and
can hear as normal).
Superior invisibility renders the
recipient immune to detection by see
invisibility, faerie fire, glitterdust, invisibility purge, dust of appearance, and the
blindsense ability, though creatures
under the effect of the spell can be
detected by true seeing or the blindsight
ability. Certain mundane conditions
(such as leaving footprints) can also
render a subject detectable.
SWIM
Transmutation [Water]
Level: Druid 2, sorcerer/wizard 2,
wu jen 2 (water)
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. +
10 ft./level)
Target: One creature
Duration: 10 min./
level (D)
Saving Throw: None
Spell Resistance: Yes
(harmless)
Illus. by J. Miracola
SUPERIOR
INVISIBILITY
scent, and sound alike, concealing the
subject from all senses except touch
and taste. As with greater invisibility,
this spell doesn’t end if the subject
attacks. While invisible, the subject
exudes no scent and radiates a
silence that absorbs all sound
SPELLS AND
INVOCATIONS
the governors of all the provinces in
the empire, provided you know that
such characters exist.
You can prepare the spell to bear a
message of up to twenty-five words,
cause the spell to deliver
any other normal sounds
for 1 round, or merely
have a summoning
wind seem to be a
mysterious stirring
of the air. The wind
travels to each recipient provided that it can
find a way from you to their
locations (the wind can
travel around virtually
any obstacle, but can’t
pass through closed
portals or windows,
regardless of whether
they’re airtight). You
choose its speed (from
as slow as 1 mile per
hour to as fast as 1
mile per 10 minutes),
but the summoning wind
is as gentle and unnoticed
as a zephyr until it reaches the
recipients, where it delivers its
whisper-quiet message
and dissipates.
As with magic mouth, a
summoning wind cannot
speak verbal components,
use command words, or
activate magical effects.
This spell gives the
recipient a swim speed
like any aquatic creature
(though not the ability
to breathe water or hold
one’s breath beyond normal
limits). So long as the
creature isn’t carrying
more than a light load,
it can swim at its
normal speed without making Swim
checks. It also
gains a +8
competence
bonus on
any Swim
checks to
perform
special
actions or
125
620_17925_Chpt4.indd 125
9/15/04 3:06:34 PM
SPELLS AND
INVOCATIONS
CHAPTER 4
avoid hazards, though it still takes
the normal penalty for weight carried
(–1 per 5 pounds). The recipient can
choose to take 10 on swim checks,
even if rushed or threatened, and can
use the run action while swimming if
it swims in a straight line.
If the creature is carrying more than
a light load, it must make Swim checks
to move (taking the normal penalty for
weight carried), but all other benefits
and bonuses of the spell still apply.
Material Component: A goldfish
scale.
SWORD OF DARKNESS
Necromancy [Evil]
Level: Sorcerer/wizard 7, wu jen 7
Components: V, S, M
Effect: Black blade of negative
energy
This spell functions as sword of deception, except you cause a black blade
of pure negative energy to appear
and attack opponents at a distance,
as directed by you. A sword of darkness
bestows one negative level on each
successful hit against a living creature, threatens a critical hit on a roll
of 19–20, and bestows an additional
negative level on a critical hit. Negative levels usually have a chance of
permanently draining the subject’s
levels, but the negative levels from
sword of darkness don’t last long enough
to do so. However, if the subject gains
at least as many negative levels as it has
Hit Dice, it dies.
If the sword strikes an undead
creature, it grants that creature 5 temporary hit points per two caster levels
(maximum 25 temporary hit points)
that last for up to 1 hour.
Material Component: A katana, bastard sword, or longsword, which is
shattered against a stone while casting
the spell.
SWORD OF DECEPTION
Evocation
Level: Sorcerer/wizard 5, wu jen 5
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Effect: Pale green blade of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
You cause a blade of pale green force
to appear and strike the opponent you
designate, starting with one attack in
the round when the spell is cast and
continuing each round thereafter.
Though it makes regular melee attacks,
the sword strikes as a spell, not a
weapon (and so can strike incorporeal
creatures). A sword of deception always
strikes from your direction, and so it
can’t be used to flank along with your
regular attack, but it could flank along
with your allies.
The blade attacks with a base attack
bonus equal to your caster level, dealing 1d4 points of damage per hit and
threatening a critical hit on a roll of
19–20. In addition, each successful hit
provides a –1 penalty on the target’s
next saving throw roll (–2 on a successful critical hit). This penalty is
cumulative (to a maximum of –5 on a
single creature) and lasts until the creature is forced to make a saving throw
in a dangerous situation or receives the
benefit of a remove curse spell.
Each round, a sword of deception continues to attack the previous round’s
target unless you use a standard action
to switch it to a new target within
range. On any round when the weapon
switches targets, it gets one attack as a
standard action (as it does in the round
when the spell is cast). The weapon
can make multiple attack rolls against
a single target with a full attack action
if its base attack bonus permits. A sword
of deception cannot be attacked or damaged (though it can be dispelled as any
other spell).
If an attacked creature has spell
resistance, make a caster level check
the first time the sword attacks. If
successful, the sword can attack that
creature with normal effect for the
duration of the spell. If not, the sword of
deception is dispelled. If it goes beyond
the spell range or out of your sight, the
sword of deception returns to you and
hovers.
Focus: A miniature replica of a sword
and a set of loaded dice.
TERRA COTTA LION
Transmutation
Level: Wu jen 5 (earth)
As terra cotta warrior, but the spell animates a statuette of a foo lion (a celestial
dire lion) into a Huge animated object
(Huge construct, 90 hp, AC 13, hardness 6, speed 30 ft., attack slam +9,
damage 2d6+7). As with terra cotta warrior, the lion has none of the animated
object attack forms given in the Monster
Manual.
Focus: A terra cotta statue of a foo lion,
up to 1 foot tall and costing 10 gp.
TERRA COTTA
WARRIOR
Transmutation
Level: Wu jen 3 (earth)
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One statuette touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell turns an innocuous statuette of decoration and devotion into a
full-sized warrior, ready to fight your
foes. The statuette becomes a Medium
animated object (Medium construct,
35 hp, AC 14, hardness 6, speed 40 ft.,
attack slam +2, damage 1d6+1) that
attacks a specified target on your turn
as directed by you. You can change the
designated target as a move action (as if
directing an active spell). The statuette
can be reused if the terra cotta warrior
remains intact at the end of the spell,
but if the warrior is reduced to 0 or
fewer hit points, it crumbles to powder
and the statuette is lost.
See page 13 of the Monster Manual for
full information on animated objects,
but the terra cotta warrior has none of
the given attack forms.
Focus: A terra cotta statue of a warrior,
up to 6 inches tall and costing 1 gp.
126
620_17925_Chpt4.indd 126
9/15/04 3:06:45 PM
THORNSKIN
Transmutation
Level: Druid 3, wu jen 3 (wood)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Transmutation [Earth, Fire]
Level: Druid 9, sorcerer/wizard 9, wu
jen 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Area: One 10-ft. cube
Duration: Instantaneous
Saving Throw: Reflex half; see
text
Spell Resistance: No
You transform
natural, uncut,
or unworked
rock of any
sort into
an equal
volume
of red-hot
molten lava.
All creatures
in the spell’s
area who make
a successful Reflex
save take
2d6 points of
CHAPTER 4
Enchantment (Compulsion) [MindAffecting]
Level: Sorcerer/wizard 6, wu jen 6
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more humanoids
within a 10-ft.-radius emanation
Duration: 1 hour/level
Saving Throw: Will
negates
Spell Resistance: Yes
TRANSMUTE ROCK
TO LAVA
Illus. by J. Miracola
TRANSFIX
Transmute
rock to lava
transfixed with the same exit conditions
(they too become aware of the exit conditions on becoming transfixed). Likewise,
any creatures removed from the area are
freed from the spell’s effects.
Material Component: A drop of pine
resin.
SPELLS AND
INVOCATIONS
Your skin sprouts thorns when this
spell is cast, increasing the damage
you deal with an unarmed strike and
making you difficult to grab. As well as
dealing lethal damage on an unarmed
strike (if you don’t already do so), you
deal an extra 1d6 points of piercing
damage (so that a human under the
effect of thornskin would deal 1d3
points of bludgeoning damage plus
1d6 points of piercing damage with
an unarmed strike). In addition, any
creature that hits you with a natural
weapon or unarmed strike (including
all successful grapple checks) takes 5
points of piercing damage.
Material Component: A thorn.
here until the sun shines at night”).
Subjects in the area that fail their saves
immediately become aware of the condition, but they cannot communicate it
due to their paralyzed state (although
someone could use a spell such as detect
thoughts to ascertain the condition). For
every hour the creatures are transfixed
before the condition is met, they are
allowed another saving throw to break
free of the spell’s effect.
So long as the spell operates, any Medium or smaller humanoid that enters
its area must make a successful
saving throw or become
This spell causes any
Medium or smaller
humanoids within the area of
the spell to become
paralyzed. When
casting the spell,
you must specify a
condition that will
end it (“Wait here
until the dragon
arrives”), even if that
condition can never
feasibly be met (“Stay
127
620_17925_Chpt4.indd 127
9/15/04 3:06:48 PM
Illus. by D. Crabapple
SPELLS AND
INVOCATIONS
CHAPTER 4
fire damage provided they can physically escape the area on their next
turn. Creatures that fail their save,
or those unable to escape the area,
take 20d6 points of fire damage for
each round they remain in the area.
Creatures in the lava have their speed
reduced to 5 feet and take a –2 penalty on attack rolls and to Armor Class.
Even after leaving the area of the spell,
creatures that were exposed to the lava
take half damage (either 1d6 or 10d6)
for an additional 1d3 rounds.
If transmute rock to lava is cast upon
the ceiling of a cavern or tunnel, the
lava falls to the floor and spreads out
in a 15-foot-radius pool at a depth of
approximately 1-1/2 feet. The rain of
lava deals 2d6 points of fire damage and
1d6 points of bludgeoning damage to
anyone caught directly beneath (Reflex
half). In addition, creatures take 2d6
points of fire damage each round when
they are caught in the area of the pool,
then 1d6 points of fire damage for 1d3
rounds after they escape.
While constructions of worked
stone can’t be targeted with this spell,
casting it on unworked stone below or
adjacent to such structures does 10d6
points of fire damage per round to any
part of the structure in contact with
the lava. Wooden structures in contact
with lava instantly burst into flame.
The lava cools naturally from its surface toward its center, and it no longer
deals fire damage after 2d6 hours as
it slowly reverts to stone. Though a
15-foot-radius pool can take as long as
two days to completely cool, the core
of a 10-foot cube of lava might remain
molten for a month or more.
Magical or enchanted stone is not
affected by the spell.
When you cast this spell, you negatively influence the randomness of
fortune for the target. Whenever the
affected creature undertakes an action
involving random chance (specifically,
whenever any die roll is made for the
creature, including attack rolls, damage
rolls, and saving throws), two separate
rolls are made and the worse result
applied.
A creature carrying a stone of good luck
is immune to the effect of unluck, but
the stone’s effects do not function for
the duration of the spell if the creature
fails its save.
Material Component: A piece of a
broken mirror.
VITRIOLIC SPHERE
Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 5, wu jen 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous; see
text
Saving Throw: Reflex
negates and Reflex half;
see text
Spell Resistance:
No
You conjure a sizzling emerald sphere
that drenches all within the area with a
potent acid. Affected creatures take 1d4
points of acid damage per caster level
(maximum 15d4) and must succeed on
a Reflex save or risk taking damage in
the following 2 rounds (6d4 points of
damage in the second round and 3d4
points of damage in the third round).
Both rounds of continuing damage are
subject to Reflex saves for half damage;
if an affected creature succeeds on its
second Reflex save, it takes no acid
damage in the third round.
Material Component: A tiny glass vial
filled with aqua regia.
WALL OF BONES
Conjuration (Creation)
Level: Wu jen 4
Components: V, S, M
Wall of
bones
UNLUCK
Divination
Level: Bard 4, sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
128
620_17925_Chpt4.indd 128
9/15/04 3:06:56 PM
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./
level)
Effect: Wall whose area is up to one
10-ft. square/level
Duration: 10 minutes
Saving Throw: None
Spell Resistance: No
WALL OF GLOOM
You create a barrier of ominous shadow
that obscures vision and deters passage. Creatures in squares adjacent
to the wall have concealment against
attacks from the other side, while
creatures more than 1 square away
have total concealment. Although
the wall is not substantial, a creature
with 6 or fewer Hit Dice must succeed
on a Will save or be halted at its edge,
ending its move action (though a creatures can move away from the wall
or attempt to move through again if
it has a second move action available).
A creature can attempt to pass the
wall any number of times, but each
previous failure imposes a cumulative
–1 penalty on its Will save.
Wall of gloom counters or dispels any
light spell of equal or lower level.
Material Component: A bit of fleece
from a black sheep.
WATER TO POISON
Transmutation
Level: Wu jen 4 (water)
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: One ounce of water/level
This spell transforms a volume of water
into an equal volume of colorless, tasteless, ingested poison with a save DC
equal to the spell’s DC. When ingested,
the poison deals 1 point of Constitution damage followed by 1d8 points of
Constitution damage 1 minute later. A
successful Will save can negate each
instance of damage. A single swallow
(1 ounce) of poison is enough to affect
a single creature; drinking more does
not increase the effect.
Material Component: The fang of
a poisonous snake and a bloodstone
worth at least 50 gp.
CHAPTER 4
Illusion (Shadow) [Darkness, Fear,
Mind-Affecting]
Level: Sorcerer/wizard 2, wu jen 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Effect: Semiopaque sheet of darkness up to 40 ft. long, or a ring of
darkness with a radius of up to 15
ft.; either form 20 ft. high
Duration: Concentration + 1 round/
level
Saving Throw: Will negates; see
text
Spell Resistance: Yes
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: No
SPELLS AND
INVOCATIONS
This spell causes a wall of bones to
erupt from the earth. The wall can be
whatever shape you desire as long as
its base is solidly on the ground, but it
cannot be conjured so that it occupies
the same space as a creature or another
object. Though solid, the wall has
many small openings and gaps, and
creatures on either side have cover and
concealment against attacks from the
opposite side.
A wall of bones can be passed through
as a full-round action, but its sharp
spikes and edges deal 1d8 points of
damage to any Small or Medium
creature that attempts to do so. Small
creatures can slip and wriggle through
the wall at will, but a Medium creature
must make a successful DC 20 Escape
Artist check. Failure means that a
creature takes damage as normal and
becomes stuck in the wall. It must
make another move attempt the following round to either pass through
the wall or pull back from it (taking
damage from the movement either
way). Tiny or smaller creatures can
slip freely through the wall at half
speed, and Large or larger creatures
cannot pass through it but might be
able to break through (see below) or
climb over, taking no damage. Any
creature trapped in the wall can
choose to remain motionless until the
spell expires to avoid taking any more
damage.
The wall is 6 inches thick per caster
level. Each 5-foot square has 10 hit
points per 6 inches of thickness, but
the wall takes only half damage from
slashing or piercing weapons. A creature
can make a Strength check (DC 15 + 2
per caster level, maximum + 10) to break
through the wall with a single attack.
The wall is composed of bones of
many different types of creatures,
fused at bizarre angles, but it cannot
be animated by an animate dead spell
nor communicated with via speak with
dead.
Material Component: A withered tree
branch taken from a cemetery.
WHIRLING BLADE
Transmutation
Level: Bard 2, sorcerer/wizard 2,
warmage 2
Components: V, S, F
Casting Time: 1 standard action
Range: 60 ft.
Effect: 60-ft. line
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As you cast this spell, you hurl a single
slashing weapon at your foes, magically striking at all enemies along a
line to the extent of the spell’s range.
You make a normal melee attack, just
as if you attacked with the weapon in
melee, against each foe in the weapon’s
path, but you can choose to substitute your Intelligence or Charisma
modifier (as appropriate for your
spellcasting class) for your Strength
modifier on the weapon’s attack rolls
and damage rolls. Even if your base
attack bonus would normally give
you multiple attack rolls, a whirling
blade gets only one attack (at your best
attack bonus) against each target. The
weapon deals damage just as if you
had swung it in melee, including any
bonuses you might have from ability
scores or feats.
No matter how many targets your
weapon hits or misses, it instantly and
129
620_17925_Chpt4.indd 129
9/15/04 3:07:01 PM
unerringly returns to your hand after
attempting the last of its attacks.
Focus: A slashing melee weapon that
the caster hurls.
SPELLS AND
INVOCATIONS
CHAPTER 4
WITHERING PALM
Necromancy
Level: Cleric 7, wu jen 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your successful melee touch attack
deals 1 point of Strength damage and
1 point of Constitution damage per two
caster levels to the target (maximum
of 15 points each). If you score a critical hit, the subject takes ability drain
instead.
WOOD ROT
Transmutation
Level: Druid 5, wu jen 5 (wood)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One nonmagical wooden
object or a volume of wood; or one
plant creature
Duration: Instantaneous or 1
round/level; see text
Saving Throw: None
Spell Resistance: No
When you cast this spell, an insidious rot immediately taints any
wooden object or plant creature you
touch. Any unattended nonmagical
wooden item smaller than 6 feet in
diameter, or a 3-foot-radius volume
of a larger wooden object (such as a
wooden door), is instantly destroyed
by wood rot.
In combat, you can use the spell
to attempt to sunder any wooden or
wooden-hafted weapon; the weapon
or its wooden portion is destroyed
on a successful melee touch attack.
Attempting to sunder a weapon generally provokes attacks of opportunity,
WARLOCK INVOCATIONS
The invocations available to warlocks are described below.
While warlocks are as closely linked to the arcane as any
wizard or sorcerer, these special powers are spell-like abilities, not spells. A brief description of each invocation is
provided in the warlock class description on page 5. These
include the blast shape invocations and eldritch essence
invocations, which allow a warlock to modify his eldritch
blast attack, as well as all other invocations. In this section,
invocations are presented in alphabetical order, much like
new spells are presented earlier in this chapter. A short
description of each invocation by grade (least, lesser,
greater, dark) precedes a complete, detailed description.
See page 8 for more information on invocations and page
5 for more information on warlocks.
NAME
The first line of every invocation description gives the name
by which the invocation is generally known.
GRADE
Below the name, the grade of invocation is provided. Warlocks can choose invocations from four grades depending
and wood rot has no effect on wooden
or wooden-hafted weapons that strike
you, even if you hold the charge.
Against wooden shields or armor, you
also make a melee touch attack. Targets too large to be destroyed outright
take a –1d6 penalty to their bonus to
Armor Class on a successful hit and
are rendered unusable if the penalty
exceeds the bonus. Any attack against
a wooden object discharges the spell,
and wooden magic items are immune
to the effect of wood rot.
Against plant creatures, wood rot
deals 3d6 points of damage +1 point
per caster level (maximum +15) on
a successful attack. Against plant
creatures only, the spell lasts for 1
round per level, and you can make
one melee touch attack per round.
Once it is used to make an attack
against a plant creature, wood rot
cannot be used to attack or destroy
wooden items.
Material Component: A live termite.
on their class level: least, lesser, greater, and dark. See
the warlock class description for more details on when
warlocks gain access to invocations of a given grade.
LEVEL EQUIVALENT
On the same line as the grade, each of the following invocation descriptions contains a spell level equivalent, which
affects the save DC for that invocation, Concentration
checks made in concert with the invocation, as well as
interactions with other spells and abilities, such as globe
of invulnerability. The level equivalent of an invocation is
provided after its grade.
BLAST SHAPE OR ELDRITCH
ESSENCE
Some invocations can modify a warlock’s eldritch blast
attack. These invocations are either blast shape invocations or eldritch essence invocations. They do not
produce an effect on their own like regular invocations,
but must be used in conjunction with eldritch blast to
generate an effect. If an invocation is a blast shape or
eldritch essence invocation, this fact is noted after the
level equivalent.
130
620_17925_Chpt4.indd 130
9/15/04 3:07:03 PM
LEAST INVOCATIONS
Beshadowed Blast: Target must make Fortitude save or
become blinded for 1 round.
Brimstone Blast: Blast deals fire damage, and target must
make Reflex save or catch fire.
Charm: Cause a single creature to regard you as a friend.
Curse of Despair: Curse one creature as the bestow curse
spell, or hinder its attacks.
The Dead Walk: Create undead as the animate dead spell.
Eldritch Chain: Blast jumps from initial target to secondary targets.
Fell Flight: Gain a fly speed with good
maneuverability.
Flee the Scene: Use short-range dimension door as the spell, and leave behind
a major image.
Hellrime Blast: Blast deals cold
damage, and target must make
Fortitude save or take –2 penalty to
Dexterity.
Hungry Darkness: Create shadows filled with a swarm of bats.
Stony Grasp: Use stony grasp as
the spell.
GREATER INVOCATIONS
Bewitching Blast: Target must make Will save or be confused for 1 round.
Chilling Tentacles: Use Evard’s black tentacles as the spell,
and deal extra cold damage to creatures in the area.
Devour Magic: Use targeted greater dispel magic with a
touch and gain temporary hit points based on the level
of spells successfully dispelled.
Eldritch Cone: Blast takes the shape of a cone.
Enervating Shadow: Gain total concealment in dark
areas and impose a Strength penalty on adjacent living
creatures.
Noxious Blast: Target must make Fortitude save or be
nauseated.
Repelling Blast: Target must make Reflex save or be
knocked back.
Tenacious Plague: Use insect plague as the spell, but
the summoned locust swarm deals damage as a magic
weapon.
Vitriolic Blast: Blast ignores spell resistance and deals
acid damage for several rounds.
Wall of Perilous Flame: Create a wall of fire as the spell,
but half the damage from the wall results from supernatural power.
Warlock’s Call: Use sending as the spell, but risk damage
from recipient.
CHAPTER 4
LESSER INVOCATIONS
Voidsense: Gain blindsense 30 feet.
Voracious Dispelling: Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
Walk Unseen: Use invisibility (self only) as the spell.
Wall of Gloom: Use wall of gloom as the spell.
SPELLS AND
INVOCATIONS
Baleful Utterance: Speak word of the Dark Speech and
shatter objects as the shatter spell.
Beguiling Influence: Gain bonus on Bluff, Diplomacy,
and Intimidate checks.
Breath of the Night: Create a fog cloud as the spell.
Dark One’s Own Luck: Gain a luck bonus on one type
of save.
Darkness: Use darkness as the spell.
Devil’s Sight: See normally in darkness and magical
darkness.
Earthen Grasp: Use earthen grasp as the spell.
Eldritch Spear: Blast range increases to 250 feet.
Entropic Warding: Deflect incoming ranged attacks,
leave no trail, and prevent being tracked by scent.
Frightful Blast: Target must make Will save or become
shaken.
Hideous Blow: Melee attack channels eldritch blast.
Leaps and Bounds: Gain bonus on Balance, Jump, and
Tumble checks.
Miasmic Cloud: Create a cloud of mist that grants concealment and fatigues those who enter.
See the Unseen: Gain see invisibility as the spell and darkvision.
Sickening Blast: Target must make Fortitude save or
become sickened.
Spiderwalk: Gain spider climb as the spell.
Summon Swarm: Use summon swarm as the spell.
DARK INVOCATIONS
Dark Discorporation: Become a swarm of batlike shadows, gaining many benefits of the swarm subtype.
Dark Foresight: Use foresight as the spell, and communicate telepathically with a close target of the effect.
Eldritch Doom: Blast affects all enemies within 20 feet.
Path of Shadow: Use shadow walk as the spell
and speed up natural healing.
Retributive Invisibility: Use greater
invisibility as the spell (self only); deals
damage in a burst if dispelled.
Utterdark Blast: Target must make
Fortitude save or gain two negative
levels.
Word of Changing: Use baleful polymorph as the spell, but effect could
become permanent.
131
620_17925_Chpt4.indd 131
9/15/04 3:07:05 PM
INVOCATION
DESCRIPTIONS
SPELLS AND
INVOCATIONS
CHAPTER 4
BALEFUL UTTERANCE
Least; 2nd
You speak a single syllable of the
Dark Speech (described in Book of Vile
Darkness), affecting an object or area
as if by a shatter spell. If a creature is
holding or wearing the target of the
spell and the target is destroyed, the
creature must make a Fortitude save or
be dazed for 1 round and deafened for
1 minute by your terrible word. This is
a sonic effect.
BEGUILING INFLUENCE
Least; 2nd
You can invoke this ability to beguile
and bewitch your foes. You gain a +6
bonus on Bluff, Diplomacy, and Intimidate checks for a period of 24 hours.
BESHADOWED BLAST
Lesser; 4th; Eldritch Essence
This eldritch essence invocation
allows you to change your eldritch
blast into a beshadowed blast. Any living
creature struck by a beshadowed blast
must succeed on a Fortitude save or be
blinded for 1 round.
BEWITCHING BLAST
Greater; 4th; Eldritch Essence
This eldritch essence invocation
allows you to change your eldritch
blast into a bewitching blast. Any creature struck by a bewitching blast must
succeed on a Will save or be confused
for 1 round in addition to the normal
damage from the blast. This is a mindinfluencing effect.
BREATH OF THE NIGHT
Least; 1st
A misty cloud of fog spreads in a
20-foot radius around you when you
use this invocation, as the spell fog
cloud. The fog does not block line of
sight, but all creatures in the fog have
concealment. A moderate wind or any
fire larger than a torch immediately
disperses the fog. The fog disperses on
its own after 1 minute.
BRIMSTONE BLAST
Lesser; 3rd; Eldritch Essence
This eldritch essence invocation
allows you to change your eldritch blast
into a brimstone blast. A brimstone blast
deals fire damage. Any creature struck
by a brimstone blast must succeed on a
Reflex save or catch on fire, taking 2d6
points of fire damage per round until it
takes a full-round action to extinguish
the flames or the duration expires. The
fire damage persists for 1 round per
five class levels you have. For example,
a 15th-level warlock deals 2d6 points
of fire damage for 3 rounds after the
initial brimstone blast attack. A creature
burning in this way never takes more
than 2d6 points of fire damage in a
round, even if it has been hit by more
than one brimstone blast.
CHARM
Lesser; 4th
You can beguile a creature within
60 feet. The creature must succeed on
a Will save or instantly come to regard
you as its comrade. This is a languagedependent ability. Other than these
differences, this ability works as the
charm monster spell. You can never have
more than one target charmed at a time
with this ability. If a second creature
is charmed, you lose your hold on the
first creature.
CHILLING TENTACLES
Greater; 5th
This invocation allows you to conjure forth a field of soul-chilling black
tentacles that ooze from the ground,
groping for victims. This invocation
functions identically to the Evard’s
black tentacles spell, except that each
creature within the area of the invocation takes 2d6 points of cold damage
each round. Creatures in the area take
this cold damage whether or not they
are grappled by the tentacles.
CURSE OF DESPAIR
Lesser; 4th
You can use this invocation to bestow
a curse upon a touched opponent (as
bestow curse). Even if the save against
this ability succeeds, the creature
takes a –1 penalty on attack rolls for 1
minute.
DARK
DISCORPORATION
Dark; 8th
One with the powers of darkness,
you learn to abandon your body. When
you use this ability, you becomes a
swarm of Diminutive, batlike shadows
that fills two 10-foot squares (or eight
contiguous 5-foot squares, shapeable as
you desire). The duration of this ability
is 24 hours.
In this swarmlike form, you gain the
following characteristics and traits.
—Abilities: Your Strength score
drops to 1, but your Dexterity score
increases by 6.
—Armor Class: You lose any natural
armor or armor bonuses to Armor
Class. You gain a +4 size bonus to AC,
and a deflection bonus to AC equal to
your Charisma modifier.
—Movement: You gain a fly speed
of 40 feet with perfect maneuverability. You can pass through openings
a Diminutive creature could pass
through.
—Swarm Traits: You are not subject
to critical hits or flanking, and you
are immune to weapon damage. You
cannot be tripped, grappled, or bull
rushed, and you cannot grapple an
opponent. You are immune to any spell
or effect that targets a specific number
of creatures, except for mind-affecting spells and abilities. You take half
again as much damage (+50%) from
spells or effects that affect an area.
Unlike other swarms of Diminutive
creatures, you are not vulnerable to
wind effects. If reduced to 0 hit points
or less, or rendered unconscious by
nonlethal damage, you instantly return
to your normal form in a square of your
choice that was formerly covered by the
swarm.
—Swarm Attack: You gain a swarm
attack that deals 4d6 points of damage
to any creature whose space you occupy
at the end of your turn. Your swarm
attack strikes as a magic weapon of your
alignment.
132
620_17925_Chpt4.indd 132
9/15/04 3:07:08 PM
Dark; 9th
You can use foresight as the spell with
this invocation. If you are within 100
feet of and have line of sight to the
target of the ability, you can communicate telepathically with the target.
DARK ONE’S OWN
LUCK
Least; 2nd
You are favored by the dark powers
if you have this invocation. You gain
a luck bonus equal to your Charisma
bonus (if any) on Fortitude saves,
Reflex saves, or Will saves (your choice
each time you use this ability) for a
period of 24 hours. You can’t apply this
ability to two different save types at
the same time. This bonus can never
exceed your class level.
DARKNESS
Least; 2nd
You can use darkness as the spell.
THE DEAD WALK
Lesser; 4th
You can turn the bones or bodies of
dead creatures into undead skeletons
or zombies (as the animate dead spell).
Unless you include the normal material component for the spell (an onyx
gem worth 25 gp per Hit Die of the
undead) as part of the process, undead
created by this ability crumble into
dust after 1 minute per caster level.
Least; 2nd
You gain the visual acuity of a devil
for 24 hours. You can see normally in
darkness and magical darkness out to
30 feet.
DEVOUR MAGIC
Greater; 6th
This invocation allows you to deliver
a targeted greater dispel magic with your
touch. You gain 5 temporary hit points
for each spell level dispelled by this
touch. For example, if you successfully dispel a wall of ice, you gain 20
temporary hit points. These temporary
hit points fade after 1 minute and do
not stack with other temporary hit
points. If you devour a new spell, you
can replace the old temporary hit
points with the ones gained from the
more recent spell, thus resetting the
duration. You cannot devour your own
invocations.
EARTHEN GRASP
Least; 2nd
You can use earthen grasp as the spell
(see page 104).
ELDRITCH CHAIN
Lesser; 4th; Blast Shape
This blast shape invocation allows
you to improve your eldritch blast by
turning it into an arc of energy that
“jumps” from the first target to others.
An eldritch chain can jump to one or
more secondary targets within 30 feet
of the first target, allowing you to make
additional ranged touch attacks and
deal damage to the secondary targets
if you hit.
You can “jump” the chain to one
secondary target per five caster levels,
so you can strike two additional targets
at 10th level, three additional targets at
15th level, and four additional targets
at 20th level. Each new target must be
within 30 feet of the previous one, and
you can’t target the same creature more
than once with the eldritch chain. If you
miss any target in the chain, the eldritch
chain attack ends there.
Each target struck after the first
takes half the damage dealt to the first
target. This reduction in damage to
secondary targets applies to any effect
that increases the damage of your
eldritch blast (such as vitriolic blast). You
must make a separate spell penetration
check for each target, if applicable.
ELDRITCH CONE
Greater; 5th; Blast Shape
This blast shape invocation allows
you to invoke your eldritch blast as a
30-foot cone. The eldritch cone deals
the normal eldritch blast damage to all
targets within the area. This is not a ray
attack, so it requires no ranged touch
attack. Any creature in the area of the
cone can attempt a Reflex save for half
damage.
CHAPTER 4
DARK FORESIGHT
DEVIL’S SIGHT
SPELLS AND
INVOCATIONS
—Distraction: Any living creature
vulnerable to your swarm attack that
begins its turn in a square occupied
by your swarm must make a Fortitude
save or be nauseated for 1 round.
Spellcasting or concentrating on spells
within the area of your swarm requires
a Concentration check (DC 20 + spell
level).
—Possessions: All of your worn or
carried equipment and items become
nonfunctional, absorbed into your new
form.
You can take only move actions (so
you cannot use other invocations)
while under the effect of dark discorporation.
ELDRITCH DOOM
Dark; 8th; Blast Shape
This blast shape invocation allows
you to invoke your eldritch blast as the
dreaded eldritch doom. This causes bolts
of mystical power to lash out and savage
nearby targets. An eldritch doom deals
eldritch blast damage to any number of
targets designated by you and within
20 feet. This is not a ray attack, so it
requires no ranged touch attack. Each
target can attempt a Reflex save for half
damage.
ELDRITCH SPEAR
Least; 2nd; Blast Shape
This blast shape invocation extends
your eldritch blast attacks to great
distances. Eldritch spear increases the
range of an eldritch blast attack to 250
feet with no range increment.
ENERVATING SHADOW
Greater; 5th
The dark powers cloak you and
shield you from harm while draining
vitality from nearby foes. This invocation grants you total concealment in
any area that isn’t brightly lit (it will
not work in daylight or in the radius
of a spell with the light descriptor). In
addition, any living creature adjacent to
you with this ability active must make
a Fortitude save at the beginning of its
133
620_17925_Chpt4.indd 133
9/15/04 3:07:10 PM
ENTROPIC WARDING
SPELLS AND
INVOCATIONS
CHAPTER 4
turn or take a –4 penalty to Strength for
5 rounds. Once a creature is affected by
enervating shadow, it cannot be affected
again by your enervating shadow for 24
hours. The duration of this ability is
5 rounds, and it can be countered or
dispelled by any light spell or effect
of equal or higher level.
Least; 2nd
When this invocation is activated,
chaotic energies swirl about you,
deflecting incoming arrows, rays, and
other ranged attacks (as entropic shield).
You leave no trail (as pass without trace)
and cannot be tracked by scent. (You
can still be detected normally by scent,
just not tracked.)
Illus. by M. Moore
FELL FLIGHT
Lesser; 3rd
When you use this invocation, the
powers of darkness bear you aloft as
you sprout a streaming, winglike cape
of shadows. You can fly at a speed equal
to your land speed with good maneuverability for 24 hours.
HELLRIME BLAST
Lesser; 4th; Eldritch Essence
This eldritch essence invocation
allows you to change your eldritch blast
into a hellrime blast. A hellrime blast deals
cold damage. Any creature struck by
the attack must make a Fortitude save
or take a –4 penalty to Dexterity for 10
minutes. The Dexterity penalties from
multiple hellrime blasts do not stack.
HIDEOUS BLOW
Least; 1st; Blast Shape
As a standard action, you can make
a single melee attack. If you hit, the
target is affected as if struck by your
eldritch blast (including any eldritch
essence applied to the blast). This
damage is in addition to any weapon
damage that you
deal with your attack, although you
need not deal damage with this attack
to trigger the eldritch blast effect.
HUNGRY DARKNESS
Lesser; 3rd
You can create an area of shadow (as
the darkness spell) that is filled with
bats (as the bat swarm, page 237 of the
Monster Manual, except the swarm fills
every square occupied by the darkness).
The hungry darkness is stationary. You
are immune to the attacks of your own
hungry darkness, but you are still subject
to the effect of the darkness. The hungry
darkness remains as long as you concentrate on it (like concentrating on a
spell), plus 2 rounds thereafter. If the
bat swarm is destroyed, the darkness
disappears as well.
LEAPS AND BOUNDS
Least; 2nd
You invoke this ability to gain amazing agility. You gain a +6 bonus on
Balance, Jump, and Tumble checks for
24 hours.
FLEE THE SCENE
Lesser; 4th
You can use dimension door as a
spell-like ability, although the range is
limited to short (25 ft. + 5 ft./2 levels).
When you use this ability, you leave
behind a major image of yourself in your
place that lasts for 1 round. The image
reacts appropriately to attacks as if you
were concentrating on it.
FRIGHTFUL BLAST
Least; 2nd; Eldritch Essence
This eldritch essence invocation
allows you to change your eldritch
blast into a frightful blast. Any creature
struck by a frightful blast must succeed
on a Will save or become shaken for 1
minute. A shaken creature struck by
a frightful blast is not affected by the
shaken aspect of the blast but takes
damage normally. Creatures with
immunity to mind-affecting spells
and abilities or fear effects cannot be
shaken by a frightful blast.
MIASMIC CLOUD
Least; 1st
A misty cloud of fog spreads in a
10-foot radius from you when you use
this invocation. The fog does not block
line of sight, but all creatures in the
fog have concealment. Any creature
(other than you) that enters the fog
must make a Fortitude save or become
fatigued. This effect lasts as long as
the creature remains within the cloud
and for 1 round thereafter. A moderate
wind, or any fire larger than a torch,
immediately disperses the fog. The fog
otherwise lasts for 1 minute.
134
620_17925_Chpt4.indd 134
9/15/04 3:07:12 PM
NOXIOUS BLAST
Greater; 6th; Eldritch Essence
This eldritch essence invocation
allows you to change your eldritch blast
into a noxious blast. Any creature struck
by a noxious blast must make a Fortitude
save or be nauseated for 1 minute.
REPELLING BLAST
Greater; 6th; Eldritch Essence
This eldritch essence invocation
allows you to change your eldritch blast
into a repelling blast. Any Medium or
smaller creature struck by a repelling
blast must make a Reflex save or be
hurled 1d6×5 feet (1d6 squares)
directly away from you and
knocked prone by the
energy of the attack.
If the creature strikes a
Least; 2nd
When you use this invocation, you
can activate great powers of vision,
allowing you to see invisible creatures
and objects (as see invisibility). You also
gain darkvision out to 60 feet for a
period of 24 hours.
SICKENING BLAST
Least; 2nd; Eldritch Essence
This eldritch essence invocation
allows you to change your eldritch
blast into a sickening blast. Any living
Dark; 6th
You can use greater invisibility as the
spell, but you can target only yourself
with the invocation. If your retributive
Least; 2nd
You can grant yourself the ability to
spider climb (as the spell) with a duration
of 24 hours. While this invocation is
in effect, you are unaffected by webs
(either mundane or magical).
STONY GRASP
Lesser; 3rd
You can use stony grasp (see page 124)
as the spell.
SUMMON SWARM
Least; 2nd
You can use summon swarm as the
spell with this invocation. Unlike the
spell, this invocation has a duration of
concentration instead of concentration
+ 2 rounds.
TENACIOUS PLAGUE
Greater; 6th
You can use this invocation to summon a swarm, as the insect plague spell.
You add your Charisma modifier to the
Fortitude save DC to resist the swarm’s
distraction ability. The attacks of
any locust swarm summoned
by this ability are treated as
magic weapons for the purpose of overcoming damage
reduction.
UTTERDARK
BLAST
solid object, it stops prematurely,
taking 1d6 points of damage
per 10 feet hurled, and
it is still knocked prone.
Movement from this blast
does not provoke attacks of
opportunity.
RETRIBUTIVE
INVISIBILITY
SPIDERWALK
CHAPTER 4
Dark; 6th
This invocation allows you to use
shadow walk as the spell. Each hour
that you spend shadow walking with
this ability, you regain hit points as if
you had rested for a full day.
SEE THE UNSEEN
affected by the sickening aspect of the
blast but still takes damage normally.
SPELLS AND
INVOCATIONS
PATH OF SHADOW
invisibility is dispelled, a shock wave
releases from your body in a 20-footradius burst. This shock wave deals 4d6
points of sonic damage to all creatures
in the area and stuns them for 1 round
(a Fortitude save halves the damage and
negates the stunning effect).
Eldritch chain
creature struck by a sickening blast must
make a Fortitude save or become sickened for 1 minute. A sickened creature
struck by a second sickening blast is not
Dark; 8th; Eldritch Essence
This eldritch essence invocation allows you to change
your eldritch blast into an utterdark blast. An utterdark blast deals
negative energy damage, which heals
undead creatures instead of
damaging them (much like
inflict spells). Any creature
struck by the attack must make a Fortitude save or gain two negative levels.
The negative levels fade after 1 hour. If
a target ever has as many negative levels
as Hit Dice, it dies.
135
620_17925_Chpt4.indd 135
9/15/04 3:07:20 PM
Greater; 6th; Eldritch Essence
This eldritch essence invocation
allows you to change your eldritch blast
into a vitriolic blast. A vitriolic blast deals
acid damage, and it is formed from
conjured acid, making it different
from other eldritch essences because
it ignores spell resistance. Creatures
struck by a vitriolic blast automatically
take an extra 2d6 points of acid damage
on following rounds. This acid damage
persists for 1 round per five class levels
you have. For example, a 15th-level warlock deals 2d6 points of acid damage
per round for 3 rounds after the initial
vitriolic blast attack.
SPELLS AND
INVOCATIONS
CHAPTER 4
VITRIOLIC BLAST
Illus. by E. Fiegenschuh
VOIDSENSE
WALL OF PERILOUS
FLAME
Greater; 5th
You can conjure a wall of fire as the
spell with this invocation. Half the
wall’s fire damage results from supernatural power and is therefore not
subject to being reduced by resistance
to fire. If a creature is reduced to 0
hit points or lower by a wall of perilous flame, its remains are completely
consumed 1 round later (as if by a
destruction spell).
WARLOCK’S CALL
Greater; 5th
You can use this invocation to send a
message as the sending spell. However,
a creature unwilling to reply to you can
attempt a Will save to turn the sending
back on you, dealing 1d10 points of
damage to you.
WORD OF CHANGING
Dark; 5th
You utter a powerful word that transforms a creature into an inoffensive
form. This effect functions like the
baleful polymorph spell, except that 24
hours after being transformed, the
subject is entitled to a second saving
throw (at its original save bonus) to
spontaneously resume its normal form.
If this second save fails, it remains in
its new form permanently or until
restored by some other means.
Lesser; 4th
You can sharpen your hearing and
sight when you use this invocation,
gaining blindsense out to 30 feet for
24 hours.
VORACIOUS
DISPELLING
Lesser; 4th
You can use dispel magic as
the spell. Any creature with an
active spell effect dispelled by this
invocation takes 1 point of damage per
level of the spell effect (no save).
WALK UNSEEN
Lesser; 2nd
You gain the ability to fade
from view. You can use invisibility (self
only), except the duration is 24 hours.
WALL OF GLOOM
Lesser; 2nd
You can use wall of gloom (see page
129) as the spell.
Morthos summons a swarm of bats
136
620_17925_Chpt4.indd 136
9/15/04 3:07:25 PM
Illus. by M. Cavotta
rcane spellcasters rarely achieve any degree of competence without learning how to make good use of
the second set of weapons and tools in the arcanist’s
repertoire—magic items. Spells are powerful and
flexible, but magic items can provide persistent or convenient magical effects that would require more spell power
than a sorcerer or wizard might care to part with. Casting
cat’s grace over and over again wastes valuable spell slots,
but any character with the wealth or luck will discover that
gloves of Dexterity are a much better way to gain the spell’s
benefit on a lasting basis.
ALTERNATE ITEM TYPES
Everyone knows that potions are peculiar magical concoctions that come in tiny vials, scrolls are long rolls of
parchment covered with strange symbols of power, and
wands are slender sticks that can deal magical mayhem
on command. However, in the creation and use of magic
items, form follows function, and there’s no reason that
potions or scrolls can’t be created in less conventional forms
so long as they still function in the same manner as their
standard forms.
Creating a magic item in an alternate form is generally
not as efficient as using the standard design. Potions are
created as small cordials because spellcasters, over centuries
620_17925_Chpt5.indd 137
of experimentation, have found that a tiny swallow of
enchanted brew is the best and easiest way to make a
one-use effect usable by anybody, without requiring
any magical training or skill. Crafting an item in an
alternate form thus requires that a spellcaster possess
both the standard creation feat for the item’s original
form and the Craft Wondrous Item feat, both used in
conjunction to allow the creation of variant potions or
scrolls while maintaining the benefits of potion and
scroll creation pricing.
While it’s possible to introduce new item creation
feats into a game, so long as new forms of existing
magic items follow all the rules for use as their
original forms, new rules shouldn’t be required. A
potion in the shape of a tile you snap to activate is
mechanically identical to a potion you drink—you
need no special magical training to use it, its
magic is used up by the activation, and using it is a
moderately distracting physical task that provokes
attacks of opportunity from any nearby foes. The
tile might be slightly more useful in some situations (underwater, for instance, or in the hands
of a creature that has no way to ingest the contents
of a potion vial), but the difference is too minor to
justify the existence of a Craft Magic Tile feat. Tiles
and potions both fill the same game niche.
137
9/15/04 11:25:50 AM
MAGIC ITEMS
CHAPTER 5
Alternative magic item forms are a good way to add flavor
and mystery to your campaign. If one culture is known to
craft magic tiles instead of potions, foes from that culture
will be distinct from other opponents. After the first instance
in which player characters encounter NPCs who use tiles to
obtain combat benefits, they will come to recognize such
items as the tools of a particular nation or foe. (“Look, that
assassin was carrying Abkathian potion-tiles. The Abkathians
must be behind this!”) Be careful not to overdo this sort of
variant material, though—the classic forms are classic for a
reason, and if your players end up with no idea what forms
magic items in your campaign might take, they could spend
more time worrying about that than they do enjoying the
game.
Illus. by M. Moore
POTIONS
The standard potion is, of course, a vial filled with a magical
libation, designed to be consumed by anyone and having the
following characteristics.
• Single-use only—once consumed, the potion is gone.
• Limited to spells of 3rd level or lower.
• No special magical training required—anyone can drink
a potion and gain the benefit of its magic.
• Must be physically manipulated in some way (unstoppered
or broken, then consumed).
• Must be in the user’s hand to be used.
• Use provokes attacks of
opportunity.
Within these broad guidelines, though, a number of
A wounded
alternate potion forms
warrior uses
might be possible.
a potion-tile
Magic Fruit:
Apples and pomegranates with magical properties are commonplace
in mythology. A potion-fruit
might consist of a slice or
section of a fruit steeped
in a magical libation that
produces its effect when
consumed.
Magic Tiles: A
small ceramic tile
inscribed with
a magic rune
could hold a
potion-type effect. When it
is snapped or
broken in one’s
hand, the effect is released.
Skull Talismans: The skull of a
small animal (a bird, mouse, or rat, for example) is
enchanted with a single spell. When crushed in one’s
hand or underfoot, the skull talisman releases its stored
effect.
Spell Wafers: A thin wafer of specially prepared bread or
dough, stamped with a holy or arcane symbol, can hold a spell
as well as a potion bottle can. When the wafer is consumed,
the stored magic takes effect.
SCROLLS
Unlike potions, scrolls require magical training (or the
ability to mimic such training by means of the Use Magic
Device skill) to use properly. The essential characteristics of
a scroll are as follows.
• Single-use only—once it is read, the writing that makes
up a scroll is gone.
• Spell completion device—only a spellcaster can readily
use a scroll, and he might need to make a level check to
read a scroll of a spell level exceeding the maximum level
of spell he can normally cast.
• Usable by means of the Use Magic Device skill.
• Must be physically manipulated in a complex way (held
in the hand, unrolled, and read).
• Must be in the user’s hand to be used.
• Use provokes attacks of opportunity.
Some common alternate scroll forms are described
below.
Gemstone: A complex
series of gestures and
sounds is completed with
a specially prepared gemstone in
hand, and the spell stored within it
is released when the final words
are spoken. Like the parchment
on which a scroll is scribed, a
gemstone is emptied by casting but can be
reused again.
Incendiary: A
spell is stored in
a special mix of
powders and
glyph-covered
paper. To use
an incendiary,
a spellcaster
speaks the last
words of the
spell while simultaneously
igniting the
prepared device (usually
by means of
a minor magical property of
the incendiary form that requires
no additional action
138
620_17925_Chpt5.indd 138
9/15/04 11:25:54 AM
CONTINGENT SPELLS
A contingent spell is a single-use, one-spell magical effect
instilled within a specific willing creature. It doesn’t take
up space on the body or have a physical form, and it remains
inactive until triggered (similar to the effect created by a
contingency spell). Once triggered, a contingent spell takes
immediate effect upon the bearer (or is centered in the
MAGIC ITEMS
NEW TYPES OF ITEMS
The basic types of magic items described in the Dungeon
Master’s Guide—armor, weapons, potions, scrolls, rods,
rings, staffs, wands, and wondrous items—are not necessarily the only types of magic item possible. In Faerûn, the
world of the FORGOTTEN R EALMS campaign setting, magic
tattoos, magic runes, and contingent spells are common
magic items, each crafted in the same manner as a standard
magic item and requiring its own unique item creation feat
(Tattoo Magic, Inscribe Rune, and Craft Contingent Spell).
Rune magic is described in the FORGOTTEN R EALMS Campaign
Setting, magic tattoos are described in Races of Faerûn, and
contingent spells appear in the Unapproachable East sourcebook (and are included in Complete Arcane for use in any
D&D campaign).
When is a variant form of an item different enough from
the basic form to warrant an item creation feat and item type
of its own? In simplest terms, whenever one of the essential
game rules about making or using the item is changed. All
three of the item types mentioned above are fairly similar
to potions (each is a one-use magic item that can be used by
anyone, regardless of magical training or aptitude), but each
device alters one of the essential characteristics of potions.
For example, it takes only 10 minutes to inscribe a magic
rune, and runes can be made into simple magic traps. A
tattoo takes 1 hour to scribe, and doesn’t provoke attacks of
opportunity when activated. Contingent spells can be set
to take effect automatically, with no additional action on
the bearer’s part. All of these differences change the items’
characteristics enough that they cannot be reproduced by
the Brew Potion feat, and so new item creation feats are
warranted for them.
bearer’s square if the spell affects an area). A character must
have the Craft Contingent Spell feat (see page 77) to create
contingent spells.
Triggers for contingent spells are usually events that
happen to the bearer of the spell, and can include death,
contracting disease, exposure to a breath weapon or to energy
damage, falling, exposure to poison, exposure to a dangerous
environment (trapped by fire, plunged underwater, and so
forth), succumbing to sleep or fear effects, gaining negative
levels, or being rendered helpless, deafened, or blinded.
The market price of a contingent spell is spell level × caster
level × 100 gp. A contingent spell must be prepared in the
presence of the person to bear it, and the bearer is subject to
the same restrictions as the creator (unable to cast any other
spells while the contingent spell is being prepared, must be
present for 8 hours each day, and so on). Once assigned to a
bearer, a contingent spell cannot be transferred to another
creature, although it can be destroyed (see below). A contingent spell is tied to the bearer’s body, alive or dead, and stories
circulate among adventurers of contingent spells remaining
quiet for hundreds of years on a slain bearer’s remains, only to
suddenly activate when the proper trigger condition arises.
If the bearer of a contingent spell is the target of dispel
magic, the contingent spell might be permanently dispelled
(but not triggered), as if it were an active spell in effect on
the target creature. In an antimagic field, contingent spells are
temporarily suppressed as all other magic items are.
At any one time, a creature can bear a number of contingent
spells equal to its Hit Dice. Attempts to apply additional
contingent spells beyond this limit simply fail.
CHAPTER 5
to activate). The incendiary is consumed in a brilliant colored flash or haze of strangely coiling smoke, completing the
spell.
Macrame: A spell is held in a small, complex weave of
precisely tied knots. The user pulls apart the knotted square
by choosing the right strands while speaking the spell’s
activation words.
When a scroll is found in the course of a campaign, deciphering its magical text is usually the first step to using it,
but since variant scroll forms that don’t have spells stored in
written form can’t be deciphered with read magic, they must
be identified with a successful Spellcraft check (DC 20 +
spell level).
SPELLBOOKS
Although most folks think of them as thick, heavy tomes of
parchment or vellum pages bound with ornate covers and
heavy locks, a wizard’s spellbooks can take almost any form. A
spellbook can be made from belts of linked metal plates that
serve as pages, scribed on thin sheets of ivory, or disguised
by magic to look like a shield, gaming board, lute, or almost
any other mundane item of equivalent size.
Whatever their appearance, spellbooks are generally classified in two groups—arcanabula and grimoires. Arcanabula,
or workbooks, are a wizard’s everyday working tomes. They
tend to contain spells jumbled in any order, interspersed with
annotations and notes of magical lore, and are often stained
and battered from travel and use in the field.
Grimoires, sometimes called greatbooks, are formal,
ordered collections of spells. Greatbooks tend to be locked,
guarded, and hidden, either in a secure cache or in a wizard’s
abode. Most are composed with gilded ornamentation or inks,
and they might even have plates of polished ivory or platinum
within them, engraved or stamped with arcane writings. They
are usually large and often of unusual proportions (such as
very tall for their width), and many have metal-bound corners
(ornate protective caps) and chased or relief-carved covers.
139
620_17925_Chpt5.indd 139
9/15/04 11:26:05 AM
MAGIC ITEMS
CHAPTER 5
USING SPELLBOOKS
ingly, and these materials are usually reserved for grimoires,
not arcanabula.
Every wizard possesses a personal set of notations, formulas,
scripts, and ciphers for recording the workings of a spell. Table 5–1: Spellbooks
Cover
Weight
Hardness Hit Points
Cost
While the underlying language and concepts are the same, no
Leather
1
lb.
2
+0
5 gp
wizard can simply pick up another’s spellbook and instantly
Wood, thin
1 lb.
3
+1
20 gp
prepare spells from the foreign tome. Whenever an attempt
Metal, soft
5 lb.
5
+4
100 gp
is made to understand another wizard’s spellbook (including
Metal, hard
5 lb.
7
+5
200 gp
Dragonhide
2 lb.
4
+2
200 gp
forgotten tomes discovered in ruined towers or traveling
Slipcase
+1 lb.
+1
+1
+20 gp
workbooks seized from the hoards of enemies), the reader
must employ read magic or succeed on a Spellcraft check
Pages (100) Weight
Hardness Hit Points
Cost
(DC 20 + spell level) to identify a particular spell (and its
Parchment
2 lb.
+0
1
10 gp
general purpose, if the spell is one not known to the reader).
Paper, linen
2 lb.
+0
2
20 gp
Vellum
2 lb.
+0
3
50 gp
Until a wizard deciphers a spell in a foreign book, its magic
Bone or ivory 4 lb.
+0
4
100 gp
is useless.
Metal foil
20 lb.
+1
8
500 gp
Wizards can prepare spells from a foreign spellbook or copy
spells from a foreign spellbook into their own as described
in Arcane Magical Writings, page 178 of the Player’s HandThe weight, hardness, hit points, and cost of a spellbook of
book. Two special circumstances, discussed below, are worth
unusual construction is the sum of its cover and page connoting.
struction. For example, a book made with a steel plate cover
Masters and Apprentices: Wizards who take on appren(hard metal) and copper foil pages weighs 25 pounds, has
tices usually teach them many of the same notations and
hardness 8, 13 hit points, and costs 700 gold pieces.
codes they themselves have perfected. A wizard attempting
All fine books can be purchased with a waterproof double
to decipher, prepare, or copy a spell from the spellbook of a
slipcase of chased and tooled leather, strong enough to promaster (or apprentice) gains a +2 circumstance bonus on the
tect against driving rain or burial in snow but not against
Spellcraft check.
prolonged immersion. Special physical treatments (such as
Mastering a Foreign Spellbook: Instead of laboriously
baths in secret herbal tinctures and alchemical solutions
copying each spell of interest from a found spellbook into
designed to retard fire and mold damage) are included in
his own, a wizard might instead make a dedicated effort to
the above costs.
master the spellbook’s particular ciphers and notations. This
procedure is sometimes referred to as becoming attuned to PROTECTING SPELLBOOKS
the spellbook (although it’s a matter of time and study, not a
Any wizard with the means to do so will carefully safeguard
mystical process). Mastering a spellbook requires a successher spellbooks against accident, battle damage, or theft. Most
ful Spellcraft check (DC 25 + the level of the highest-level
arcanabula feature cheap and inexpensive protections (often
spell in the book) and takes one week plus one day per spell
a simple explosive runes or fire trap), but for most wizards, the
contained within. If the wizard succeeds, he can use the
risk of losing a workbook isn’t enough to justify the expense
foreign spellbook as his own, requiring no further Spellcraft
of high-level protection.
checks to prepare or copy spells from it. If he fails, he cannot
Grimoires, on the other hand, are generally stored in the
attempt to master that spellbook again until he gains at least
most secret hiding places (sometimes even on other planes)
1 more rank in Spellcraft.
and equipped with mechanical traps, loyal guardians, and
deadly spells of defense. The protections applied to a greatSPELLBOOK CONSTRUCTION
book can take virtually any form, from magically sustained
Aside from ornamentation and spurious false writings,
poisonous spiders or snakes, to bladders of paralyzing or
all spellbooks require one page per spell level (minimum
sleep-inducing gases, to scything blades or poisoned needles
one page) to record any particular spell. The pages of most
concealed in the locks, lids, or frames of the coffers and
spellbooks have been treated for durability and protection
cabinets the books are hidden in. These traps are never of a
against fire, mold, water, parasites, staining, and other hazards.
design or nature that might endanger the book, but otherwise
These procedures make even a blank spellbook relatively
are almost limitless in the kinds of damage they can inflict
expensive.
on the uninvited.
The base cost of 15 gp buys a well-bound leather volume
Magical protections can add thousands of gold pieces to the
of 100 parchment pages, a style also typically used for other
cost of even the simplest tome. Some of the most common
high-quality books such as the genealogies of noble families
spellbook defenses include the following.
or the master copies of sages’ published writings. Exotic
Resistant to Energy (Minor): The book has resistance 5
materials increase the cost and weight of a spellbook accordagainst acid, cold, electricity, fire, and sonic attacks.
140
620_17925_Chpt5.indd 140
9/15/04 11:26:08 AM
Moderate abjuration; CL 6th; Craft Wondrous Item, resist
energy; Price +1,000 gp.
Resistant to Energy (Major): The book has resistance 12
Though the introduction of new magic items to a campaign
against acid, cold, electricity, fire, and sonic attacks.
will spark the interest of nearly any character, members of
Moderate abjuration; CL 10th; Craft Wondrous Item,
arcane spellcasting classes often have a deeper interest than
protection from energy; Price +3,000 gp.
others in the discovery and study of never-before-seen magic.
The rest of this chapter presents a number of new magic
Glamered: The book looks and feels like something else
items, along with items revised from previous supplements,
of similar size (no more than 25% larger or smaller in any
that might be of particular value to arcane characters—or
dimension) and weight (between half as heavy and twice as
the foes that oppose them.
heavy as the original). Upon command, the book switches
between its normal and its glamered appearance, but anyone
Basic information for all the abilities and items described
who touches the book in glamered form can make a DC 14
here can be found in Chapter 7 of the Dungeon Master’s
Will save to disbelieve the illusion.
Guide.
Moderate illusion; CL 6th; Craft Wondrous Item, major
image; Price +2,000 gp.
NEW SPECIAL MATERIAL
Pungent: The book is infused with an acrid
Members of the Green Star adept prestige class (see
essence that repels damaging pests. Any
page 41) rely on a precious substance called
creature that touches the book without first
starmetal to gain their distincspeaking a command word must make a DC
tive abilities. Starmetal can
14 Fortitude save or become nauseated for
also be used in the creation
1d4+1 rounds.
of weapons that are
Moderate conjuration; CL 7th;
potent against creaCraft Wondrous Item, stinking
tures not native to the
cloud; Price +2,000 gp.
Material Plane, or the
Levitating: The book
manufacture of armor
hovers in the air at whatever
of similar quality to
point it is placed, much like
that made from adaan immovable rod (though the
mantine.
book can support only its own
Starmetal: This superior
weight).
alloy is made from meteModerate transmutation; CL 6th; Craft
oric iron—specifically, ore
Wondrous Item, levitate; Price +2,000
refined from meteors that
gp.
fall during the rare appearWaterproof: The book is impervious
ances of the comet Alhazarde.
to damage caused by immerStarmetal is extraordinarily
sion in or exposure
hard, and is equal to adamantine
to water.
for all purposes (see page 283 of
Faint abthe Dungeon Master’s Guide), including
juration; CL
overcoming damage reduction or
3rd; Craft
granting damage reduction
Wondrous Item,
when used in armor conendure elements;
struction. Starmetal also
Price +1,000 gp.
possesses an inherent magiSpelltrapped: A magic trap
cal connection to the Material
has been incorporated into the book
Plane, meaning that weapons made of the
A well-protected grimoire
(for example, a burning hands spell that
alloy are especially effective against creatures from
strikes anyone handling the book except
other planes. Weapons made of starmetal deal an
its owner). The trap can be set to operate when the book is
extra 1d6 points of damage to any extraplanar creatures while
touched, when it is opened, or when a particular page is read.
they are on the Material Plane.
Any spell appropriate for a trap may be used (see Sample
Creating a weapon from starmetal costs 5,000 gp more
Traps, page 70 of the Dungeon Master’s Guide, for suggestions
than creating a similar weapon of steel. Creating armor
and pricing).
from starmetal has the same costs as armor created from
adamantine.
MAGIC ITEMS
MAGIC ITEMS
CHAPTER 5
Illus. by R. Spencer
141
620_17925_Chpt5.indd 141
9/15/04 11:26:15 AM
MAGIC ITEMS
CHAPTER 5
Table 5–2: New Magic Items
Spellbook
Enhancements
Spelltrapped
Waterproof
Resistant to energy (minor)
Glamered
Pungent
Levitating
Resistant to energy (major)
Cost/Base Price
Modifier
Varies
+1,000 gp
+1,000 gp
+2,000 gp
+2,000 gp
+2,000 gp
+3,000 gp
Special Material
Starmetal
Cost
+5,000 gp
Armor Special Abilities
Death ward
Magic-eating
Proof against transmutation
Cost
+1 bonus
+3 bonus
+5 bonus
Specific Armors
Mithralmist shirt
Crimson coat of Ilpharzz
The spiteful imp
Cost
21,300 gp
28,300 gp
46,245 gp
Weapon Special Abilities
Magebane
Skillful
Clouting
Cost
+1 bonus
+2 bonus
+3 bonus
NEW ARMOR SPECIAL ABILITIES
While most sorcerers and wizards rarely choose to wear armor,
the arcane classes that do (including bards, warlocks, and
warmages) often find special abilities a useful addition to the
meager protection of the light armors they typically use.
Death Ward: Once per day, someone wearing armor
enhanced by this special ability who is struck with a death
effect (death spells, magical death effects, energy drain, and
any negative energy effects such as those from inflict spells
or chill touch) can ignore the effect.
Moderate necromancy; CL 7th; Craft Magic Arms and
Armor, death ward; Price +1 bonus.
Magic-Eating: This type of armor is normally decorated
with spirals and fanged mouths. It functions like armor of
spell resistance with spell resistance 13, except that any spell
that targets the wearer and fails to overcome the armor’s spell
resistance is consumed by the armor, giving the wearer 1d8
temporary hit points to a maximum of 8 temporary hit points
at any time (no matter how many spells the armor consumes).
Temporary hit points gained in this fashion last for up to
1 hour.
Strong transmutation; CL 16th; Craft Magic Arms and Armor, limited wish, spell resistance; Price +3 bonus.
Proof against Transmutation: A character wearing this
armor is impervious to any transmutation effect that would
alter his form, including polymorph and petrification effects, as well as disintegration (disintegrate can still reduce
the wearer to –10 hit points, but doesn’t turn his remains to
dust). The wearer can choose to allow specific spells to bypass
Rings
Arcane might
Theurgy
Lore
Spell-battle
Cost
20,000 gp
20,000 gp
23,250 gp
67,600 gp
Rods
Fury +1
Warlock’s scepter
Fury +2
Fury +3
Rod of interference
Fury +4
Fury +5
Cost
26,800 gp
28,000 gp
38,800 gp
58,800 gp
72,000 gp
77,600 gp
95,600 gp
Metamagic Rods
Metamagic, Cooperation, lesser
Metamagic, Substitution, lesser
Metamagic, Sculpting, lesser
Metamagic, Cooperation
Metamagic, Substitution
Metamagic, Sculpting
Metamagic, Cooperation, greater
Metamagic, Substitution, greater
Metamagic, Chaining, lesser
Metamagic, Sculpting, greater
Metamagic, Chaining
Metamagic, Chaining, greater
Price
2,700 gp
2,700 gp
5,400 gp
10,500 gp
10,500 gp
21,600 gp
24,300 gp
24,300 gp
27,200 gp
48,600 gp
108,000 gp
243,000 gp
the armor’s protection (so as to cast transmutation spells on
himself, for example, or to receive the benefit of polymorph
or enlarge person from an allied spellcaster).
Strong abjuration; CL 12th; Craft Magic Arms and Armor,
spell immunity; Price +5 bonus.
NEW SPECIFIC ARMOR
DESCRIPTIONS
The following armors are usually preconstructed with exactly
the qualities described here.
Crimson Coat of Ilpharzz: Dyed a brilliant scarlet color,
a crimson coat of Ilpharzz is a suit of +4 leather armor whose
surface is embroidered with flame motifs in golden thread.
As a free action, the wearer can command the armor to ignite
three times per day, enveloping her in magical flames that
give off light as a torch. The wearer is not harmed by these
flames, gaining a +4 deflection bonus to Armor Class and
fire resistance 15 while they last. Any creature attacking the
wearer with a natural weapon or a melee weapon that is not
a reach weapon takes 1d4 points of fire damage per attack. A
crimson coat can burn for up to 1 minute at a time.
Moderate abjuration; CL 12th; Craft Magic Arms and
Armor, fire shield, resist energy, shield; Price 28,300 gp; Cost
14,230 gp + 1,125 XP.
Mithralmist Shirt: Forged from a silver-white mithral
alloy, a mithralmist shirt is a +2 mithral shirt that fills the
wearer’s square with a billowing silver mist on command. The
mist grants the wearer concealment but does not interfere
with his vision. The armor sheds silver mist for 1 minute
142
620_17925_Chpt5.indd 142
9/15/04 11:26:21 AM
Wondrous Items
Aroma of curdled death
Lenses of darkness
Chasuble of fell power, lesser
Vest of resistance +3
Doss lute
Belt of many pockets
Sending stones (pair)
Vest of resistance +4
Chasuble of fell power, greater
Thought bottle
Book of blood
Canaith mandolin
Vest of resistance +5
Rug of welcome
Cli lyre
Phoenix helm
Anstruth harp
Ollamh harp
Belt of spell resistance
Dyrr’s impervious vestment
Cost
750 gp
1,000 gp
1,400 gp
1,500 gp
1,900 gp
2,100 gp
2,900 gp
4,000 gp
NEW WEAPON SPECIAL ABILITIES
Crimson coat
of Ilpharzz
Not all foes can be defeated by spells. When combat
is a necessity, arcane characters favor weapons that
are easy to wield or that offer the ability to keep
enemies at a distance.
Clouting: A weapon enhanced
by this property has the ability
to drive its targets back. On a
successful hit, the target of
the attack must succeed on
a DC 19 Fortitude save or be
knocked back 10 feet (falling
to the ground instead if such
movement is impossible). If
the first save fails, the target
must succeed on another DC
19 Fortitude save or be stunned
for 1 round.
Moderate abjuration; CL 11th;
Craft Magic Arms and Armor, repulsion; Price +3 bonus.
Magebane: Weapons crafted with
the magebane property are rightly
feared by all arcane spellcasters. Against
any creature with arcane spells
currently prepared or spell slots
available to cast arcane spells without preparation, or against creatures
with the ability to use arcane spell-like
abilities, a magebane weapon’s effective
enhancement level is 2 better than normal
(so that a +1 longsword becomes a +3 longsword when wielded against arcane spellcasters)
and deals an extra 2d6 points of damage. Magebane
Illus. by R. Spencer
per use, up to seven times per day. Finally, once per day, the
wearer of this armor can assume gaseous form for up to 10
minutes.
Moderate abjuration; CL 6th; Craft Magic Arms and
Armor, gaseous form, obscuring mist; Price 21,300
gp; Cost 11,200 gp + 808 XP.
The Spiteful Imp: Forged in the
shape of an imp’s face grinning
with malicious glee, this object
is a +4 animated buckler that
can be commanded as a
standard action to spit burning venom once per day.
The venomous spittle is a
ranged touch attack
with a range
of 30 feet that
deals 1d4+6
points of fire damage, 1d10 points of
Constitution damage, and another 1d10
points of Constitution damage 1 minute
later (each instance of Constitution
damage can be negated by a DC 17 Fortitude save). The spiteful imp also possesses the
unusual tendency to titter in evil mirth
whenever it deflects an opponent’s
weapon, a disquieting but harmless
quality.
Strong transmutation; CL 12th;
Craft Magic Arms and Armor, animate objects, poison, produce flame; Price
46,245 gp.
Cost
4,500 gp
7,700 gp
8,000 gp
9,000 gp
9,800 gp
11,000 gp
15,000 gp
16,000 gp
18,000 gp
20,000 gp
21,300 gp
23,400 gp
25,000 gp
30,000 gp
37,600 gp
53,000 gp
60,000 gp
83,600 gp
90,000 gp
123,000 gp
MAGIC ITEMS
Wondrous Items
Powder of the black veil
Vest of resistance +1
Contract of Nepthas
Aroma of dreams
Fochluchan bandore
Dust of dispersion
Mac-Fuirmidh cithern
Vest of resistance +2
Cost
30,000 gp
34,700 gp
36,750 gp
39,200 gp
42,200 gp
42,800 gp
57,300 gp
67,500 gp
98,200 gp
223,000 gp
CHAPTER 5
Table 5–2: New Magic Items (cont’d)
Staffs
Night
Eyes
Entrapment
Skulls
Opening
Vision
Ethereal action
Transportation
Fiendish darkness
Mastery
143
620_17925_Chpt5.indd 143
9/15/04 11:26:24 AM
MAGIC ITEMS
CHAPTER 5
bows, crossbows, and slings bestow this ability upon their
ammunition.
Moderate conjuration; CL 8th; Craft Magic Arms and
Armor, dispel magic; Price +1 bonus.
Skillful: Highly prized by many arcane spellcasters, a
skillful weapon can be wielded without penalty by a character
not normally proficient with it. In addition, the wielder’s
base attack bonus improves to a minimum of 3/4 his level
(as a cleric of the same character level) when he attacks with
a skillful weapon, though he gains no such bonus with any
other weapon, even if a skillful weapon is wielded at the same
time.
The skillful special ability can be added only to melee
weapons.
Moderate transmutation; CL 11th; Craft Magic Arms and
Armor, Tenser’s transformation; Price +2 bonus.
Illus. by M. Moore
NEW RING DESCRIPTIONS
The following magic rings have powers and abilities that
make them highly prized among the arcane classes.
Arcane Might: Usually made of bronze, a ring of arcane
might is forged in the shape of a serpent devouring its own
tail. When worn by any arcane spellcaster, the ring provides
a +1 bonus to arcane caster level for the purpose of spell
penetration checks, caster level checks, and all level-based
variables of any arcane spell the wearer casts.
Moderate abjuration; CL 8th; Forge Ring, limited wish,
greater magic weapon; Price 20,000 gp.
Lore: A creature wearing a lore ring can use legend lore and
stone tell each once per week by speaking a command word,
and can find magic traps created by glyphs, runes, sigils,
and symbols with a successful Search check, just as a rogue
does.
Strong divination; CL 12th; Forge Ring, find traps, legend
lore, stone tell; Price 23,250 gp.
Spell-Battle: This potent ring is typically made of gold
and set with small spheres of silver. The wearer becomes
cognizant of all spellcasting that occurs within 60 feet, and
she can identify the spell being cast (even if she can’t see its
casting or effect) on a successful Spellcraft check (DC 15 +
spell level). If this identification succeeds, the wearer can
choose once per day to have the ring counterspell (without
readying a counterspell action or making a dispel check) or
can change the target or the point of effect of the spell to
any target or point within 60 feet (including herself if she
chooses to redirect a potentially beneficial spell). If the wearer
chooses an illegal target (an animal for a humanoid-affecting
spell, for instance, or a point of effect outside the spell’s range
as measured from the original caster), the spell functions
normally and the redirection is wasted. If the wearer ends
up in the area of a retargeted spell, she experiences the effect
of the spell as normal.
Tordek meets a staff of clouting
144
620_17925_Chpt5.indd 144
9/15/04 11:26:30 AM
MAGIC ITEMS
Rods are scepterlike devices, some imbued with unique
magical powers and others augmenting the effects of spells
cast through them.
Rod of Fury: A rod of this sort typically has its top carved
to resemble the head of an angry deity. In addition to giving
CHAPTER 5
NEW ROD DESCRIPTIONS
Illus. by E. Fiegenschuh
Strong divination; CL 14th; Forge Ring, detect magic, dispel
the bearer a deflection bonus to Armor Class (+1 to +5, dependmagic, spell turning, creator must have 10 ranks in Spellcraft;
ing on the type of rod), a rod of fury allows a spellcaster to
Price 67,600 gp.
increase the effectiveness of one spell of 6th level or lower per
Theurgy: Often carved from a single piece of polished
day, altering it as if it were under the effect of the Empower
coral, a ring of theurgy functions differently depending
Spell feat. Activating this ability is a free action and does not
on which type of arcane spellcaster wears it. For wizards
affect the spell level or casting time of the altered spell
and other characters who prepare spells, the ring
(even for sorcerers and other spontaneous casters).
Strong abjuration; CL 17th; Craft Rod, Empower
serves as a small and quickly accessible spellbook
Spell, Spell Focus, protection from chaos/evil/good/
capable of storing up to three spells of any level
law, creator’s caster level must be at least
the wearer can cast. As a move action, the
three times that of the bonus placed in
wearer can transfer any spell in the
ring to an empty spell
the rod; Price 26,800 gp (+1), 38,800 gp
slot of the appropriate
(+2), 58,800 gp (+3), 77,600 gp (+4),
level, with the spell
95,600 gp (+5).
instantly ready to be
Rod of Interference: This
cast as if previously
potent device prevents the opprepared. The wearer
eration of other magic items. On
can’t transfer a spell from a ring of theurgy
command up to three times per
to an expended spell slot, but only to
day, a rod of interference shoots
a spell slot that he deliberately left
forth a brilliant sapphire beam
empty in order to prepare a spell,
that unerringly strikes a single
providing some degree of spontanetarget creature within 60 feet.
ity in the spells he has available even
The targeted creature must sucthough he gains no additional spells
ceed on a DC 19 Will save, or
per day. For example, a 5th-level wizard
the functions of all magic items
might store fireball, dispel magic, and fly
currently in its possession are
in the ring, then leave one 3rd-level
suppressed for 1 minute, as if they
spell slot open to be used for offense,
were under the effect of a targeted
defense, or escape as necessary.
dispel magic.
Sorcerers and other characters
Moderate abjuration; CL
who don’t prepare spells gain a
11th; Craft Rod, greater dispel
different benefit from a ring of
magic; Price 72,000 gp.
theurgy. Each spell stored in the
Warlock’s Scepter:
ring is usable as an additional
This fearsome device is
spell known as long as the
a +2 light mace with a head
character has an unused
in the shape of a demonic
Warlock’s scepter
spell slot of the appropriate
horned skull. When held, it confers
level. The stored spell disappears from the ring when cast,
a +2 profane bonus on ranged touch attack rolls made with
but the wearer can then have spells not on her spell list cast
it. In addition, a warlock (or any other character capable of
into the ring to be used again. For example, a bard who doesn’t
invoking an eldritch blast) can choose to spend charges from
have invisibility sphere on her list of spells known could have
the scepter to increase the amount of damage his eldritch
the spell put into a ring of theurgy by her party’s wizard so
blast deals.
that both characters have the spell available if needed.
Extra
Any material components or XP components are provided
Damage Charges
at the time the spell is cast from the ring, not at the time it
+1d6
1 charge
is put into the ring to be stored for later retrieval.
+2d6
2 charges
Moderate universal; CL 12th; Forge Ring, Rary’s mnemonic
+3d6
3 charges
+4d6
5 charges
enhancer; Price 20,000 gp.
The rod’s wielder can expend up to 5 charges in any 24-hour
period. A rod is created with 50 charges. After all charges are
used, the rod remains a +2 light mace, but no longer provides
a bonus on ranged touch attack rolls.
Moderate necromancy; CL 10th; Craft Rod, bestow curse;
Price 28,000 gp; Weight 3 lb.
145
620_17925_Chpt5.indd 145
9/15/04 11:26:37 AM
MAGIC ITEMS
CHAPTER 5
METAMAGIC RODS
Metamagic rods hold the essence of a metamagic feat but do
not change the spell slot of the altered spell. The metamagic
rods presented here (modeled after the new metamagic feats
presented in Chapter 3 of this book) function in all respects as
those described on page 236 of the Dungeon Master’s Guide.
Lesser and Greater Metamagic Rods: Normal metamagic rods
can be used with spells of 6th level or lower. Lesser rods can
be used with spells of 3rd level or lower, while greater rods
can be used with spells of 9th level or lower.
Metamagic, Chaining: The wielder can cast up to three
spells per day that are chained as though using the Chain
Spell feat.
Strong (no school); CL 17th; Craft Rod, Chain Spell; Price
27,200 gp (lesser), 108,000 gp (normal), 243,000 gp (greater).
Metamagic, Cooperation: The wielder can cooperatively
cast up to three spells per day as though using the Cooperative
Spell feat.
Strong (no school); CL 17th; Craft Rod, Cooperative
Spell; Price 2,700 gp (lesser), 10,500 gp (normal), 24,300 gp
(greater).
Metamagic, Sculpting: The wielder can cast up to three
spells per day whose areas can be modified as though using
the Sculpt Spell feat.
Strong (no school); CL 17th; Craft Rod, Sculpt Spell; Price
5,400 gp (lesser), 21,600 gp (normal), 48,600 gp (greater).
Metamagic, Substitution: Four different types of the
metamagic rod of substitution exist, each keyed to a different
type of energy (acid, cold, electricity, or fire). The wielder can
cast up to three spells per day as though using the appropriate
Energy Substitution feat.
Strong (no school); CL 17th; Craft Rod, Energy Substitution for the appropriate energy type; Price 2,700 gp (lesser),
10,500 gp (normal), 24,300 gp (greater).
NEW STAFF DESCRIPTIONS
Few magic items are as distinctive—or threatening—as the
arcanist’s staff, and a spellcaster with staff in hand will give
even the fiercest opponent pause.
Entrapment: A staff of this type is short and made of
brass. Though most date from an earlier era and have only a
handful of charges remaining, a rare few are of more recent
vintage. It allows the use of the following spells:
• Dimensional anchor (1 charge)
• Otiluke’s resilient sphere (1 charge)
Moderate abjuration; CL 8th; Craft Staff, dimensional anchor,
Otiluke’s resilient sphere; Price 36,750 gp.
Ethereal Action: A staff of smooth wood adorned with
three silver bands, this staff is a +1 ghost touch quarterstaff and
allows the use of the following spells:
• Blink (1 charge)
• Ethereal jaunt (1 charge)
When all its charges are used up, the staff remains a +1
ghost touch quarterstaff.
Moderate transmutation; CL 9th; Craft Staff, Craft
Magic Arms and Armor, blink, ethereal jaunt, plane shift;
Price 57,300 gp.
Eyes: A spiraling staff with silver inlay and topped with
a large piece of amber, the staff of eyes allows the use of the
following spells:
• Arcane eye (1 charge)
• Remove blindness/deafness (1 charge)
• See invisibility (1 charge)
Moderate divination; CL 8th; Craft Staff, arcane eye, remove
blindness/deafness, see invisibility; Price 34,700 gp.
Fiendish Darkness: First seen long ago in the hands of
humans and drow in the service of powerful demons and
devils, these staffs are made of ebony or polished bone, often
topped with a metal claw at one or both ends. When held
by any good creature, a staff of fiendish darkness bestows one
negative level that remains as long as the staff is carried. This
negative level never results in actual level loss, but it cannot
be overcome in any way (including restoration spells) while
the staff is held. A staff of fiendish darkness allows the use of
the following spells:
• Darkness (1 charge)
• Summon monster IX (nightmare only) (2 charges)
• Dispel magic (2 charges)
• Animate dead (2 charges)
Strong varied; CL 17th; Craft Staff, animate dead, darkness,
dispel magic, summon monster IX, creator must be evil; Price
98,200 gp.
Mastery: Wrought from four twisted rods of adamantine,
this double weapon is a +4 axiomatic staff of clouting (see the
clouting special ability earlier in this chapter) and a +1 staff. In
addition to its potent properties as a weapon, a staff of mastery
allows the use of the following spells:
• Hold person (1 charge)
• Dimensional anchor (1 charge)
• Repulsion (2 charges)
• Dominate monster (3 charges)
When its charges are used up, a staff of mastery remains a
+4 axiomatic staff of clouting/+1 staff.
Strong enchantment; CL 17th; Craft Staff, dimensional
anchor, dominate monster, hold person, order’s wrath, repulsion,
creator must be lawful; Price 223,000 gp.
Night: This staff of black wood is carved with runes of
darkness, stars, and night (including one rune resembling
an umber hulk). The staff grants its wielder immunity to an
umber hulk’s confusing gaze in addition to allowing the use
of the following spells:
• Darkvision (1 charge)
• Low-light vision* (1 charge)
• Darkness (can counter or dispel any light spell regardless
of level) (1 charge)
• Summon monster VI (summons one fiendish umber hulk
only, usable once per week) (2 charges)
If the summoned fiendish umber hulk is slain, the staff
crumbles to dust.
146
620_17925_Chpt5.indd 146
9/15/04 11:26:40 AM
Although many of the items described here were invented
by arcane spellcasters for their own safety, convenience, and
comfort, most can be used by any character.
Aroma of Curdled Death: This dark, viscous fluid is
usually stored in a small stoppered bottle and applied like
a perfume. One round after exposure to air, it creates an
MAGIC ITEMS
NEW WONDROUS ITEM
DESCRIPTIONS
invisible cloud of poison gas in a 10-foot radius that lasts for
1 minute. The creature wearing the aroma of curdled death
is protected from the cloud’s effect, but all other exposed
creatures with 3 Hit Dice or less die with no save. Creatures
with 4 to 6 Hit Dice must succeed on a DC 17 Fortitude save
each round they are exposed to the effect or die (taking 1d4
points of Constitution damage on a successful save), and
creatures with 6 or more Hit Dice take 1d4 points of Constitution damage (Fortitude DC 17 half). The cloud moves as the
creature does.
If the bottle is opened but the liquid within not immediately applied to a creature, the cloud of poison gas that forms
spreads to fill only a 5-foot radius, centered on the opened
bottle or the place the liquid was poured out. This cloud also
lasts for 1 minute.
Moderate conjuration; CL 9th; Craft Wondrous Item,
cloudkill, character must have 4 ranks in Craft (alchemy);
Price 4,500 gp.
Aroma of Dreams: This silvery liquid is usually kept in
a small bottle and applied like a perfume. One round after
exposure to air, it creates an invisible cloud of magical poison
gas in a 10-foot radius that lasts for 1 minute. The creature
wearing the aroma is not subject to its effect, but other creatures exposed to the gas must make a DC 14 Fortitude save or
fall asleep for 1 minute. One round later, exposed creatures
(whether already asleep or not) must make a second DC 14
Fortitude save or fall asleep for 1 hour. Sleeping creatures are
helpless. The cloud moves as the creature does.
If the aroma is opened but not immediately applied to a
creature, the cloud of poison gas that forms spreads to fill only
a 5-foot radius, centered on the opened bottle or the place the
liquid was poured out. This cloud also lasts for 1 minute.
Faint enchantment; CL 5th; Craft Wondrous Item, deep
slumber, character must have 4 ranks in Craft (alchemy); Price
1,500 gp.
Belt of Many Pockets: This broad belt seems to be nothing
more than a well-made article of clothing, but closer examination reveals eight small pouches along its inner front. In fact, a
total of sixty-four extradimensional pouches exist in the belt,
with seven more “behind’’ each of the eight readily apparent
ones. Each pouch is similar to a miniature bag of holding, able
to contain up to 1 cubic foot of material weighing as much as
10 pounds. In addition, if the wearer has a familiar, any pouch
can hold it no matter what its size or weight. The familiar has
no need for food, water, or air while inside the pouch, but any
other living creature of suitable size placed within a pocket
has enough air for only 1 minute, after which it suffocates.
Anything stored in the belt’s pockets is effectively weightless and doesn’t affect the wearer’s carrying capacity so long
as the belt is worn around the waist. If removed, the belt
weighs one-tenth of the total weight of all the items stored
within it.
While worn around the waist, the belt responds to its
wearer’s desire to extract something (by opening the correct
pouch) or store something (by opening an empty pouch).
CHAPTER 5
Moderate varied; CL 11th; Craft Staff, darkness, darkvision,
dispel magic, low-light vision*, summon monster VI; Price
30,000 gp.
*New spell described on page 113.
Opening: This wooden staff is carved with images of
doors, many of which have embossed iron bindings and
miniature but nonfunctional keyholes. It allows the use of
the following spells:
• Knock (1 charge)
• Open/close (1 charge)
• Passwall (1 charge)
• Shatter (1 charge)
Moderate transmutation; CL 9th; Craft Staff, knock, open/
close, passwall, shatter; Price 42,200 gp.
Skulls: This staff is either made of ebony and topped with
a skull carved from ivory, or crafted from the thighbone of a
giant and topped with a smooth-polished real skull. It allows
the use of the following spells:
• Animate dead (1 charge)
• Cure light wounds (1 charge)
• Inflict light wounds (1 charge)
• Mass inflict light wounds (2 charges)
Moderate necromancy; CL 9th; Craft Staff, animate dead,
cure light wounds, inflict light wounds, mass inflict light wounds;
Price 39,200 gp.
Transportation: Originally created by a wizard known as
Whisper, this staff is mostly hollow (fashioned simply of wire
in the shape of a staff), with a mottled brown uncut gemstone
at each end. It allows the use of the following spells:
• Blink (1 charge)
• Dimension door (1 charge)
• Teleport (2 charges)
Moderate transmutation; CL 9th; Craft Staff, blink, dimension door, teleport; Price 67,500 gp.
Vision: Cut from bamboo and fitted with white leather
straps, this slender staff seems more delicate than most. It
allows the use of the following spells:
• See invisibility (1 charge)
• Darkvision (1 charge)
• Remove blindness/deafness (1 charge)
• True seeing (2 charges)
Each use of this staff is mentally tiring and requires the
user to make a DC 12 Will save or take 1 point of Intelligence
damage.
Strong divination; CL 12th; Craft Staff, darkvision, see invisibility, remove blindness/deafness, true seeing; Price 42,800 gp.
147
620_17925_Chpt5.indd 147
9/15/04 11:26:42 AM
MAGIC ITEMS
CHAPTER 5
Retrieving a specific item from the pouch is a move action,
but doesn’t provoke the attacks of opportunity that retrieving
a stored item usually does.
Moderate conjuration; CL 9th; Craft Wondrous Item,
familiar pocket*, Leomund’s secret chest, locate object; Price 11,000
gp; Weight 1 lb.
*New spell described on page 106.
Belt of Spell Resistance: When worn around the waist,
this intricately embroidered sash grants the wearer spell
resistance 21.
Moderate abjuration; CL 9th; Craft Wondrous Item, spell
resistance; Price 90,000 gp.
Book of Blood: Bound in blood-red leather and bearing a
bronze clasp, this vellum spellbook is waterproof, fireproof,
and lockable, and can contain up to forty-five spells of any
level. In addition, once per day, its owner can use the book to
cast summon monster IV to summon a yeth hound. The book
can also be used to cast finger of death once per day, but each
such use permanently drains 1 hit point from the wielder.
The book must be held to utilize its powers.
Strong conjuration, strong necromancy; CL 13th; Craft
Wondrous Item, finger of death, summon monster IV; Price
21,300 gp; Weight 3 lb.
Chasuble of Fell Power: This long, embroidered strip of
scarlet cloth is covered with arcane sigils and mystic designs.
Worn over the neck (occupying space on the body as an
amulet), a chasuble of fell power adds 1d6 points of damage
(lesser) or 2d6 points of damage (greater) to any eldritch blast
the wearer invokes, or to any spell the wearer casts that deals
hit point damage and has the chaotic descriptor.
Moderate evocation; CL 6th (lesser) or 9th (greater); Craft
Wondrous Item, creator must be able to invoke an eldritch
blast or cast chaos hammer; Price 8,000 gp (lesser), 18,000 gp
(greater).
Contract of Nepthas: Easily mistaken for a scroll if
found as treasure, this item is actually a magical contract,
usually contained in an ivory tube and scribed in black
ink on golden-brown vellum. The details of the contract
are blank, and the user can fi ll it in with any instructions,
agreement, or conditions he cares to create. When the
contract is signed, though, the item’s true power is revealed
to both parties, and any signatory who breaks the contract
is subject to a curse that strikes it blinded, deafened, and
mute (no saving throw, though spell resistance applies).
The curse of a contract of Nepthas can be removed only by
means of remove curse cast by an 8th-level spellcaster or a
break enchantment spell (DC 25).
Because a contract typically involves two parties agreeing
on a set of conditions, nonspecific terms might allow a clever
signatory to escape them without suffering the contract’s
curse. For example, if an adventurer signs a contract with
a king stating that she will slay a dragon in the Northern
Hills by the eve of the new moon, the contract is effectively
open-ended by virtue of its not specifying “the next new
moon,” even if that was both parties’ meaning and intent.
Contracts signed by creatures under the influence of charm
or compulsion effects are null and void.
Moderate enchantment; CL 11th; Craft Wondrous Item,
lesser geas; Price 1,400 gp.
Dust of Dispersion: This fine powder resembles other
types of magic dust, and a single handful flung into the air
creates a translucent cloud 10 feet high, 10 feet long, and 10
feet wide. Creatures outside the cloud can see into it and
through it (though their sight is slightly blurred), but any
ranged attacks entering or passing through the cloud have a
50% miss chance. Creatures within the cloud make ranged
attack rolls normally.
The cloud persists for 3 minutes, but a moderate wind
(11+ mph) disperses it in 4 rounds. A strong wind (21+ mph)
disperses the cloud in 1 round, and any spell that deals fire
damage burns away any part of the cloud in its area. The dust
cannot be used underwater.
Faint illusion; CL 3rd; Craft Wondrous Item, blur, glitterdust;
Price 2,100 gp.
Dyrr’s Impervious Vestment: This black silk robe is
embroidered with adamantine thread in an elegant waterfall
pattern. It confers a +9 armor bonus to its wearer, and once per
day can be commanded to create a blade barrier as a full-round
action. The spell produces a ringed wall of whirling blades
only (20 feet high, up to 90 feet in diameter, centered on the
wearer’s current location), which lasts for 18 minutes or until
dismissed as a standard action. As long as Dyrr’s impervious
vestment is worn, the wearer is able to pass through the barrier
without harm, though he receives no such protection against
any other blade barrier.
Strong abjuration; CL 18th; Craft Wondrous Item, blade
barrier, mage armor; Price 123,000 gp; Weight 3 lb.
Instruments of the Bards: A wise and powerful bard
named Falataer reportedly created the first of these instruments, using them to test and reward the students of the
seven levels of his bardic college. Others have since copied
the designs, honoring Falataer by keeping the names he gave
them. Each instrument has its own set of unique powers that
can be activated automatically by anyone with sufficient ranks
in the appropriate Perform skill, but for a character without
the requisite skill, some instruments bestow one negative level
as long as the instrument is carried. This negative level never
results in actual level loss, but it cannot be overcome in any way
(including restoration spells) while the instrument is held.
Fochluchan Bandore: This three-stringed masterwork lute
grants a +2 circumstance bonus on Perform (string instruments) checks and a +1 competence bonus on bardic music
checks for countersong, fascinate, and suggestion. The instrument can be played by anyone to produce light once per day.
Any character with 2 ranks in Perform (string instruments)
can also use the bandore to cast flare, mending, and message
each once per day.
Faint transmutation, faint evocation; CL 3rd; Craft Wondrous Item, flare, light, mending, message, creator must be a
bard; Price 1,900 gp; Weight 3 lb.
148
620_17925_Chpt5.indd 148
9/15/04 11:26:43 AM
MAGIC ITEMS
Illus. by M. Moore
(string
instruments) can use
the instrument to
cast delay poison, hold
person, and mirror image
each once per day. When held, a doss
Phoenix helm
lute bestows one negative level on any
creature that doesn’t have at least 6 ranks in Perform (string
instruments).
Faint various; CL 5th; Craft Wondrous Item, delay poison,
hold person, mirror image, creator must be a bard; Price 9,800
gp; Weight 3 lb.
Canaith Mandolin: This eight-stringed masterwork
mandolin grants a +2 circumstance bonus on Perform
(string instruments) checks and a +4 competence bonus
on a bard’s bardic music checks for countersong, fascinate,
and suggestion. A character with 8 ranks in Perform (string
instruments) can use the instrument to cast cure serious
wounds, dispel magic, or summon monster III each once per
day. When held, the instrument bestows one negative level
on any creature that doesn’t have at least 8 ranks in Perform
(string instruments).
Moderate various; CL 8th; Craft Wondrous Item, cure serious wounds, dispel magic, summon monster III, creator must be
a bard; Price 23,400 gp; Weight 3 lb.
Cli Lyre: This masterwork lyre grants a +2 circumstance
bonus on Perform (string instruments) checks and a +5
competence bonus on a bard’s bardic music checks for coun-
tersong, fascinate, and suggestion. A character with 10 ranks
in Perform (string instruments) can use the instrument to
cast break enchantment, dimension door, and shout each once
per day. When held, a cli lyre bestows one negative level on
any creature that doesn’t have at least 10 ranks in Perform
(string instruments).
Moderate various; CL 11th; Craft Wondrous Item,
break enchantment, dimension door, shout, creator must
be a bard; Price 37,600 gp; Weight 3 lb.
Anstruth Harp: This masterwork harp grants
a +2 circumstance bonus on Perform (string
instruments) checks and a +6 competence
bonus on a bard’s bardic music checks for
countersong, fascinate, and suggestion. A
character with 12 ranks in Perform (string
instruments) can use the instrument to
cast control water, mass cure light wounds,
and mind fog each once per day.
An anstruth harp bestows
one negative level on any
creature that doesn’t
have at least 12 ranks
in Perform (string
instruments).
Strong various;
CL 14th; Craft Wondrous Item, control
water, mass cure light
wounds, mind fog, creator must be a bard;
Price 60,000 gp; Weight
3 lb.
Ollamh Harp: This masterwork harp grants a +2
circumstance bonus on Perform (string instruments)
checks and a +7 competence bonus on a bard’s bardic
music checks for countersong, fascinate, and suggestion. A
character with 14 ranks in Perform (string instruments) can
use the instrument to cast control weather, eyebite, and repulsion
each once per day. The instrument bestows one negative level
on any creature that doesn’t have at least 14 ranks in Perform
(string instruments).
Strong various; CL 17th; Craft Wondrous Item, control
weather, eyebite, repulsion, creator must be a bard; Price 83,600
gp; Weight 3 lb.
Lenses of Darkness: These two dark glass lenses fit over
the user’s eyes, granting a +4 bonus on saving throws against
illusion (pattern) spells, spells with the light descriptor, and
any light effects that cause blindness (such as a prismatic
wall).
Faint abjuration, faint evocation; CL 3rd; Craft Wondrous
Item, darkness, resistance; Price 7,700 gp.
Phoenix Helm: This helm is forged of copper and inlaid
with silver and gold, stylized in the shape of a phoenix with
wings unfurled, legs guarding the temples, and its head
adorning the brow. When worn, the helmet grants its wearer
CHAPTER 5
Mac-Fuirmidh Cithern: This pear-shaped masterwork lute
grants a +2 circumstance bonus on Perform (string instruments) checks and a +2 competence bonus on bardic music
checks for countersong, fascinate, and suggestion. The cithern
can be played by anyone with 4 ranks in Perform (string
instruments) to cast cure light wounds, mage armor, and sleep
each once per day.
Faint various; CL 3rd; Craft Wondrous Item,
cure light wounds, mage armor, sleep, creator must
be a bard; Price 2,900 gp; Weight 3 lb.
Doss Lute: This masterwork lute grants a +2
circumstance bonus on Perform (string
instruments) checks and a +3 competence bonus on bardic music
checks for countersong,
fascinate, and suggestion.
A character with 6
ranks in Perform
149
620_17925_Chpt5.indd 149
9/15/04 11:26:45 AM
MAGIC ITEMS
CHAPTER 5
low-light vision and the ability to use feather fall, flame arrow,
fly, resist energy, and speak with animals (birds only) each once
per day.
Moderate various; CL 9th; Craft Wondrous Item, feather
fall, flame arrow, fly, low-light vision*, resist energy, speak with
animals; Price 53,000 gp; Weight 3 lb.
*New spell described on page 113.
Powder of the Black Veil: A pinch of this sooty, black
powder cast into an area creates a 10-foot-high cloud in a
10-foot spread centered on the user. The cloud remains in
place for 2d4 rounds, and any creature caught in the area
(or one that enters it) is blinded for as long as it stays in the
cloud and for 1d4 rounds after it leaves unless it succeeds on
a DC 13 Will save.
Faint necromancy; CL 3rd; Craft Wondrous Item, blindness/deafness; Price 750 gp.
Rug of Welcome: This finely crafted rug looks like a
normal floor covering, 5 feet wide and 10 feet long. When
commanded to guard an area, it animates and attempts to
grab, then grapple any Large or smaller creature that steps
on it. The owner can set a password to allow creatures to pass
without causing the rug to attack, and can command the rug
from up to 30 feet away (though the owner need not be present for the rug to attack). The rug can attack one creature at a
time; unless it is destroyed, it continues to attempt to grapple
or hold its target until commanded to release.
Moderate transmutation, moderate evocation; CL 11th;
Craft Wondrous Item, animate objects, Bigby’s grasping hand;
Price 30,000 gp; Weight 15 lb.
Animated Rug of Welcome: CR 5; Large construct;
HD 13d10; hp 71; Init +0; Spd 0 ft.; AC 20, touch 9, flatfooted 20; Base Atk +9; Grp +23; Atk +22 melee touch (no
damage, grab); Full Atk +22 melee touch (no damage, grab);
Space/Reach 10 ft./5 ft.; SA improved grab; SQ construct
traits; AL N; SV Fort +4, Ref +4, Will +4; Str 31, Dex 10,
Con —, Int —, Wis 11, Cha 1.
Improved Grab (Ex): To use this ability, a rug of welcome
must hit a creature of its size category or smaller with
its grab attack. (The rug has a +4 racial bonus on its grab
attacks, already figured into the statistics above.) It can
then attempt to start a grapple as a free action without
provoking attacks of opportunity. If it wins the grapple
check, it establishes a hold.
Sending Stones: These items usually resemble two lumps
of unworked stone. Once per day, each stone in a pair can
send a message (as the sending spell) to the bearer of the other
stone. If the stone’s mate is not in a creature’s possession,
no message is sent and the user knows the message did not
go through. If either stone in a pair is destroyed, its mate
becomes useless.
Moderate evocation; CL 7th; Craft Wondrous Item, sending;
Price 15,000 gp (pair); Weight 1 lb.
Thought Bottle: A flask of thick green glass, a thought
bottle can be used to store thoughts, memories, experience,
or spells. A single bottle can hold five thoughts or memories
at a time, or a single creature’s current experience, or a single
spellcaster’s collection of prepared spells. Any individual that
touches the bottle and speaks the command word instantly
gains a general knowledge of the bottle’s contents, but doesn’t
actually access the thoughts, memories, or spells within
until she consciously decides to do so. Storing or retrieving
anything from a thought bottle requires a full-round action
that provokes attacks of opportunity.
Thoughts: The bottle can store specific ideas, communications, or conclusions. Once a memory is stored, it disappears
from the user’s mind, but she remembers the general nature
of the stored thought. For example, if the user stored the
name of a murderer, that name would disappear from her
memory and be unrecoverable from her own mind by any
means, though she would know that the thought bottle now
contains the murderer’s name. Similarly, secret messages and
intelligence can be hidden in a thought bottle to pass them to
someone else.
Memories: The user’s recollection of a single day’s events
can be stored in the bottle. Once stored, the user remembers
the general nature of the memory (“the day we performed the
Ritual of Binding”) but loses all details of the event itself.
Experience: A thought bottle can be used to offset level loss
as a restoration spell can, but is effective against level loss that
even restoration can’t undo (including levels lost due to death,
but not the negative levels bestowed by magic items such as
a holy weapon). When a user’s experience has been stored
within the bottle, he can subsequently access the bottle to
restore his XP total to exactly what it was when it was last
stored, negating any levels lost in the interim. Storing experience in the bottle is difficult, and the user must pay 500 XP
(deducted before storing) to do so. Only the creature that
stored experience can retrieve it, but if the bottle is destroyed
or lost, the user suffers no ill effects.
Spells: An owner who prepares spells can store some or all
of her memorized spells in a thought bottle. Any spell she puts
into the thought bottle is expended as if she had cast it, but the
spells in the bottle can then be retrieved at any later date to
be prepared as normal. Wizards often use this function of
the bottle to create a kind of backup spellbook, concealing
thought bottles in well hidden boltholes against the eventuality of their grimoires being stolen or destroyed. Only the
character who stored the spells can retrieve them, and if the
bottle is destroyed, the stored spells are lost with no effect.
Strong enchantment; CL 13th; Craft Wondrous Item,
demand, modify memory; Price 20,000 gp; Weight 1 lb.
Vest of Resistance: These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving
throws.
Faint abjuration; CL 5th; Craft Wondrous Item, resistance,
creator’s caster level must be at least three times the vest’s
bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000
gp (+4), 25,000 gp (+5); Weight 1 lb.
150
620_17925_Chpt5.indd 150
9/15/04 11:26:51 AM
Illus. by M. Cavotta
onsters of bizarre nature and arcane power often
go hand in hand, for the magic that high-level
arcanists wield can summon outsiders from
distant planes, build construct mockeries of living
creatures, or modify mundane creatures in ways far beyond
the will of nature. Some creatures with a magical essence of
their own are drawn to arcane power, often hoping to feed
on a spellcaster’s magic or intent on destroying those who
wield magic as a weapon.
EFFIGY CREATURE
Effigies are magically animated automatons built in the
form other living creatures. They are things of clockwork
mechanisms and alchemy, animated by an elemental spirit
bound to their mechanical shells. Magical artificers and
artisans capable of creating such complex devices are few
and far between, so effigies are not at all common.
Unlike with most constructs, an effigy creature’s true
nature is not always immediately obvious. Some are quite
lifelike, revealing their true nature only after taking serious damage. An observer must succeed on a DC 20 Spot
check to notice that the effigy is an automaton, not a living
creature of its type.
Effigy creatures do only what they are instructed to do
by their creators. They draw no conclusions of their own
and follow orders explicitly with no regard for their own
safety. The commands given them must be simple, such
as “Remain here and attack any elves who enter this
room,” or “Follow and defend against any who attack
my party.”
An effigy’s creator can command it if the effigy is
within 60 feet and can see and hear him. If uncommanded, an effigy usually follows its last instruction to
the best of its ability, but it will defend itself if attacked.
An effigy’s creator can order the creature to obey the
orders of another individual (who can in turn order
the effigy to obey someone else), but the effigy’s
creator can always resume control over his creation
by commanding the effigy to obey him alone.
Damaged effigies can be repaired by means of
any repair spell (see Chapter 4) or by manual repair
in an appropriate workshop or laboratory. The
individual performing the repairs must have the
Craft Construct feat (see page 303 of the Monster
Manual) or 10 ranks in Knowledge (architecture
and engineering), and must spend 50 gp and 1 hour
per hit point restored.
151
620_17925_Chpt6.indd 151
9/15/04 11:23:28 AM
With a tawny, spotted coat and a
short mane, this huge lion stares
blankly ahead, eerily silent and
motionless. It has bony protrusions around its eyes and shoulders, and its hide seems to bunch
and gather at its joints in a strange
manner.
Illus. by F. Vohwinkel
ARCANE
MONSTERS
CHAPTER 6
SAMPLE EFFIGY
CREATURE
This example uses an 8 HD dire
lion as the base creature.
Dire Lion Effigy
Large Construct
Hit Dice: 8d10 + 30 (74 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 16 (–1 size, +1
Dex, +6 natural) touch 10,
flat-footed 15
Base Attack/Grapple:
+6/+19
Attack: Claw +15 melee (1d6+9)
Full Attack: 2 claws
+15 melee (1d6+9)
and bite +10 melee
(1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d6+4
Special Qualities: Damage reduction 5/adamantine, construct traits, darkvision 60 ft., low-light vision
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 29, Dex 13, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: Weapon Focus (claw)
Environment: Any
Organization: Any
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
Combat
Like a living dire lion, an effigy attacks by leaping on its
opponent, clawing and biting.
Improved Grab (Ex): To use this ability, an effigy dire
lion must hit with its bite attack. It can then attempt to
start a grapple as a free action without provoking attacks of
opportunity. If it wins the grapple check, it establishes a hold
and can rake.
Pounce (Ex): If a dire lion charges, it can make a full attack,
including two rake attacks.
Rake (Ex): Attack bonus +15 melee, damage 1d6+9.
CREATING AN
EFFIGY
“Effigy” is an acquired template that can be added
to any corporeal aberration,
animal, dragon, giant, humanoid,
magical beast, monstrous humanoid, or vermin (referred to
hereafter as the base creature).
An effigy uses all the base
creature’s statistics and special
abilities except as noted here.
Size and Type: The
creature’s type changes to
construct. It loses all subtypes
and does not gain the augmented subtype. Recalculate base
attack bonus, saving throws,
feats, and skills accordingly
as described below.
Hit Dice and Hit
Points: Drop any Hit Dice
gained from class levels (to a minimum
of 1) and change remaining Hit Dice to
d10s. As a construct, the
creature loses any bonus hit points for high
Constitution, but gains bonus hit points based on its size,
as shown below:
Construct Size
Fine to Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal
Bonus Hit Points
—
10
20
30
40
60
80
Speed: As base creature.
Armor Class: An effigy’s natural armor bonus improves
by 2 points. It is crafted from material generally tougher than
living flesh.
Base Attack Bonus: As a construct, an effigy creature’s
base attack bonus is equal to 3/4 its Hit Dice (as a cleric).
Attack: An effigy retains all the natural attacks and
weapon proficiencies of the base creature. An effigy based
on a humanoid or human-shaped creature with no natural
attacks gains a slam attack as shown below, which it can use in
place of a weapon attack. An effigy that has two slam attacks
can wield a weapon in one hand and make a slam attack with
its off hand at a –5 penalty, adding 1/2 its Strength bonus on
the damage roll.
152
620_17925_Chpt6.indd 152
9/15/04 11:23:32 AM
Size
Fine or Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal
Attack
—
1 slam (1d2 plus 1-1/2 × Str bonus)
1 slam (1d3 plus 1-1/2 × Str bonus)
1 slam (1d4 plus 1-1/2 × Str bonus)
2 slams (1d6 plus Str bonus)
2 slams (2d6 plus Str bonus)
2 slams (3d6 plus Str bonus)
2 slams (4d6 plus Str bonus)
Damage Reduction
1/adamantine
3/adamantine
5/adamantine
7/adamantine
10/adamantine
15/adamantine
Saving Throws: Base save bonuses are Fort +1/3 HD, Ref
+1/3 HD, and Will +1/3 HD.
Abilities: An effigy creature’s Strength increases by 4, and
it takes a –2 penalty to Dexterity. It has no Constitution or
Intelligence score, and has Wisdom 11 and Charisma 1.
Skills and Feats: An effigy creature loses all skill points
and all feats except for those feats that improve its attacks
(such as Improved Natural Attack, Multiattack, Weapon
Finesse, or Weapon Focus).
Environment: Any.
Organization: None.
Challenge Rating: Same as base creature +1.
Treasure: None.
Alignment: Always neutral.
Advancement: None.
Level Adjustment: —.
CONSTRUCTING AN EFFIGY
An effigy can be built either by means of the craft effigy
class ability of the effigy master prestige class (see page 30)
or by means of the Craft Construct feat (see page 303 of the
Monster Manual).
An effigy built with the Craft Construct feat uses a body
built from wood, leather, metal, and wire, constructed with
either a DC 15 Craft (woodworking, leatherworking, or
metalworking) check or a DC 15 Knowledge (architecture
620_17925_Chpt6.indd 153
500 gp
1,000 gp
2,000 gp
5,000 gp
10,000 gp
25,000 gp
50,000 gp
The market price of an effigy creature is equal to the cost of
its body plus 2,000 gp per Hit Die. The cost to create is equal
to the cost of the body plus 1,000 gp and 80 XP per Hit Die,
and creating an effigy creature requires a minimum caster
level equal to the creature’s Hit Dice.
CHAPTER 6
Hit Dice
1–3
4–6
7–10
11–15
16–20
21 or more
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal
ARCANE
MONSTERS
Special Attacks: An effigy loses all supernatural special
attacks, spell-like abilities, and extraordinary special attacks
for which a target’s saving throw is based on the effigy’s
Constitution (since the creature no longer has a Con score).
It retains any extraordinary special attacks that do not allow
a saving throw (such as rake, rend, or constrict) or any for
which the target’s saving throw is based on the creature’s
Strength (such as trample) or Dexterity (such as a howler’s
quills).
Special Qualities: An effigy loses all the special qualities
of the base creature, but it gains the special qualities given
below.
Damage Reduction (Su): An effigy gains damage reduction
based on the base creature’s Hit Dice:
and engineering) check. The cost of the effigy’s body depends
on its size:
ELEMENTAL GRUE
Grues are horrible creatures spawned in dark places within
the Elemental Planes, the result of the taint of evil magic.
Eager to leave their home planes at any opportunity, these
creatures are prized by many wizards, for at the heart of
each grue lies a pearllike magic object the size of a fist, each
carefully etched with the arcane workings of an elemental
spell suitable for copying into a spellbook. This spell object’s
origins lie in the grue’s own magical beginning, and is the
only thing that remains of the creature if it is slain. See the
individual elemental grue descriptions for details.
All four types of grues can be summoned by means of a
summon monster IV spell (the spell acquires the evil descriptor
when so used). Note that summoned creatures return to their
home planes if killed on the Material Plane, so a summoned
elemental grue slain on the Material Plane leaves no spell
object behind.
COMBAT
Each type of grue has its own unique combat abilities and
tactics, but all share some qualities. An elemental grue’s
natural attacks, as well as any weapons it wields, are treated
as evil-aligned for the purpose of overcoming damage
reduction.
Spell Disruption (Su): The very presence of an elemental
grue interferes with spells that affect the grue’s associated
element. Any spellcaster within 40 feet of a chaggrin who
casts a spell with the same descriptor as the grue’s element
(earth, fire, air, or water) must succeed on a DC 15 caster
level check or have the spell fail. Within the same area of any
such spell currently in effect, a grue has a chance to dispel
the effect as a free action, as if casting a targeted dispel magic
(caster level 10th).
CHAGGRIN (EARTH GRUE)
Medium Elemental (Earth, Evil, Extraplanar)
Hit Dice: 3d8+12 (25 hp)
Initiative: +0
Speed: 30 ft. (6 squares), burrow 20 ft.
153
9/15/04 11:23:44 AM
Illus. by D. Crabapple
ARCANE
MONSTERS
CHAPTER 6
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +2/+5
Attack: Claw +5 melee (1d6+3)
Full Attack: 2 claws +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +1d6
Special Qualities: Darkvision 60 ft., elemental traits, immunity to acid, spell disruption, tremorsense 30 ft.
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 17, Dex 10, Con 16, Int 5, Wis 11, Cha 8
Skills: Hide +2, Listen +4, Spot +4
Feats: Alertness, Toughness
Environment: Elemental Plane of Earth
Harginn
Organization: Solitary
Challenge Rating: 2
Treasure: Spell object or none
Alignment: Always neutral evil
Advancement: 4–6 HD (Medium); 7–9 HD
(Large)
Level Adjustment: —
This strange creature resembles a mole
the size of a hog, with long, filthy
claws and beady, hate-filled eyes.
It seems to be made of clumped
soil and rock.
Chaggrin
Chaggrins, or earth grues, are
magical corruptions of earth
and rock. They are hateful and violent creatures
that dig and burrow for
no other reason than to
damage the element that
spawned them, but they
especially like to slake
their dusty thirst with
the blood of Material
Plane creatures.
An earth grue is about 5
feet long and weighs almost
500 pounds. It can burrow
though soil, earth, sand, rubble, or other loose material, but not through solid stone. Its
voice sounds like rocks grinding together. Though they speak
Terran, chaggrins are not talkative creatures.
To determine the type of spell object contained in an earth
grue, roll d%: 01–70, resist energy; 71–100, nondetection.
COMBAT
154
Chaggrins like to lie buried in the ground, hoping to surprise
foes passing overhead.
Sneak Attack (Ex): If a chaggrin can catch an opponent
when he is unable to defend himself effectively from its
attack, it can strike a vital spot for extra damage. Basically,
the chaggrin’s attack deals extra damage any time its target
would be denied a Dexterity bonus to Armor Class (whether
620_17925_Chpt6.indd 154
the target actually has a Dexterity bonus or not), or when the
chaggrin flanks its target.
HARGINN (FIRE GRUE)
Medium Elemental (Evil, Extraplanar, Fire)
Hit Dice: 3d8+3 (16 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13,
flat-footed 13
Base Attack/Grapple: +2/+2
Attack: Slam +5 melee (1d4 plus 1d6 fire)
Full Attack: Slam +5 melee (1d4 plus 1d6
fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fire spray
Special Qualities: Blur, darkvision 60
ft., elemental traits, immunity to fire,
spell disruption, vulnerable to cold
Saves: Fort +2, Ref +6, Will +1
Abilities: Str 11, Dex 16, Con
12, Int 9, Wis 11, Cha 8
Skills: Jump +6, Listen +4,
Spot +4
Feats: Alertness,
Weapon Finesse
Environment:
Elemental Plane
of Fire
Organization:
Solitary
Challenge Rating: 2
Treasure: Spell object or
none
Alignment: Always neutral evil
Advancement: 4–6 HD
(Medium); 7–9 HD (Large)
Level Adjustment: —
A creature of lurid, darting flame dances and capers
obscenely. Its shape and size are roughly humanoid, but its features shift and crackle like the leaping flames of a bonfire.
Harginns, or fire grues, are creatures of living flame corrupted by dark magic. Like other grues, they are malicious
and destructive beings that delight in inflicting pain.
Fire grues speak Ignan, their voices rustling and crackling
like flame as they taunt their foes with cruel jests and hateful
laughter. A harginn is about 6 feet tall but weighs only 10
pounds (most of its substance is nothing but fire).
To determine the type of spell object contained in a fire
grue, roll d%: 01–70, flaming sphere; 71–100, haste.
COMBAT
Harginns typically rush into melee, counting on their speed
and agility to protect them while they battle wildly.
9/15/04 11:23:46 AM
Fire Spray (Sp): As a standard action, a fire grue can create
a 30-foot cone of fire, dealing 2d6 points of fire damage (Reflex
DC 11 half). This ability is the equivalent of a 2nd-level
spell.
Blur (Sp): Fire grues naturally flicker and waver continuously as if under the effect of a blur spell (caster level 10th).
They have concealment against all attacks by creatures that
rely on sight.
An ildriss, or air grue, is the product of an evil spell corrupting the substance of elemental air. It is a capricious and violent
creature that rages constantly against its surroundings, trying
its strength against any obstacle in its path or hurling items
through the air from sheer spite. It most enjoys venting its
anger against any Material Plane creature it encounters.
An air grue is normally
invisible, but if rendered visible, it
appears as a roiling cloud of dark
vapor, its face
marked by
angry, everchanging
features. It
VARDIGG (WATER GRUE)
Medium Elemental (Evil, Extraplanar, Water)
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 30 ft. (6 squares), swim 60 ft.
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed
13
Base Attack/Grapple: +2/+4
Attack: Slam +4 melee (1d6+3)
Full Attack: Slam +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Water jet
Special Qualities: Darkvision 60 ft., elemental traits,
immunity to cold, spell disruption
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 14, Dex 12, Con 14, Int 7, Wis 11, Cha 8
Skills: Hide +3, Listen +4, Spot +4, Swim +10
Feats: Alertness, Lightning Reflexes
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 2
Treasure: Spell object or none
Alignment: Always neutral evil
Advancement: 4–6 HD
(Medium); 7–9 HD
(Large)
Level Adjustment: —
CHAPTER 6
Some unseen force seems to hover in the surrounding air. Wild
winds whip past, carrying dust, debris, and litter in their wake.
An ildriss uses its speed, maneuverability, and invisibility
to best advantage in combat. Air grues like to race through
an enemy’s ranks, striking foes at random to cause the most
mayhem and uncertainty.
Invisible (Su): Air grues are naturally invisible, gaining
total concealment.
Illus. by D. Crabapple
Medium Elemental (Air, Evil, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: Fly 40 ft. (perfect) (8 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed
13
Base Attack/Grapple: +2/+3
Attack: Slam +5 melee (1d6+1)
Full Attack: Slam +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., elemental traits, invisible, immunity to electricity, spell disruption
Saves: Fort +1, Ref +6, Will +1
Abilities: Str 13, Dex 16, Con 10, Int 9, Wis 11, Cha 8
Skills: Listen +4, Move Silently +5, Spot +4
Feats: Alertness, Weapon Finesse
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 2
Treasure: Spell object or none
Alignment: Always neutral evil
Advancement: 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: —
COMBAT
ARCANE
MONSTERS
ILDRISS (AIR GRUE)
speaks Auran, but it is more prone to simply scream in inchoate anger than attempt to communicate. An air grue is
about 4 feet in diameter and weighs 10 pounds.
To determine the type of spell object contained in an air
grue, roll d%: 01–70, invisibility; 71–100, fly.
This foul creature resembles a loose,
frigid mass of tainted water encased
in a dripping membrane. Streams and
pseudopods of liquid flail away from its
shapeless body, while dark malignant
eyespots drift across its surface.
Ildriss
Vardigg
155
620_17925_Chpt6.indd 155
9/15/04 11:23:50 AM
ARCANE
MONSTERS
CHAPTER 6
Vardiggs (or water grues) are brutish and cruel creatures
created from the corruption of elemental water, and they
systematically seek out and attack any other being that enters
a body of water they have claimed as their own.
Vardiggs are about 4 feet in diameter and weigh about 400
pounds. When they bother to, they can speak Aquan in thick,
burbling voices. To determine the type of spell-object inside
a vardigg, roll d%: 01–70, resist energy; 71–100, sleet storm.
COMBAT
Vardiggs usually hide below the surface of a body of water,
waiting to attack any who approach.
Water Jet (Sp): As a standard action, a water grue can
create a tremendously powerful 30-foot line of water. Any
creature in the area of the line takes 2d6 points of damage
(Reflex DC 11 negates). A creature failing the saving throw
must succeed on a Strength check or a Balance check (DC
5 + damage dealt) or be knocked prone by the force of the
blast. This is the equivalent of a 2nd-level spell.
Skills: A water grue has a +8 racial bonus on any Swim
checks to perform some special action or avoid a hazard. It can
always choose to take 10 on a Swim check, even if distracted
or endangered, and can use the run action while swimming,
provided it swims in a straight line.
Abilities: Str 32, Dex 33, Con 22, Int 12, Wis 15, Cha 17
Skills: Balance +13, Diplomacy +5, Intimidate +16, Jump +41,
Listen +43, Sense Motive +15, Spot +43, Tumble +24
Feats: Alertness, Blind-fight, Cleave, Combat Reflexes,
Dodge, Flyby Attack, Great Cleave, Improved Critical
(slam), Improved Initiative, Improved Natural Attack, Iron
Will, Mobility, Power Attack, Spring Attack
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral
Advancement: 37–54 HD (Gargantuan)
Level Adjustment: —
This towering creature seems to be a shapeless cloud ringed by
powerful currents of air. Distortions in the vapor and wind seem
to suggest two eyes and a ragged mouth.
Lords of the Elemental Plane of Air, air monoliths seldom
leave their home plane unless summoned. They speak
Auran, and though they are much less taciturn than other
elementals, they still choose their words with care. The voice
of an air monolith sounds like the roaring of a tremendous
windstorm.
ELEMENTAL MONOLITH
Combat
Air monoliths fight much like other air elementals, but are
far stronger.
Air Mastery (Ex): Airborne creatures take a –2 penalty
on attack rolls and damage rolls against an air monolith.
Whirlwind (Su): An air monolith can transform itself
into a whirlwind at will as a standard action and remain in
that form indefinitely. In this form, the monolith can move
through the air or along a surface at its fly speed.
The whirlwind is 10 feet wide at the base, up to 50 feet wide
at the top, and up to 80 feet tall. The monolith controls the
COMBAT
exact height, but it must be at least 20 feet.
Each type of monolith has its own varied combat tactics and
The air monolith’s movement while in whirlwind form
abilities, but all share the same elemental qualities.
does not provoke attacks of opportunity, even if the monolith
enters the space another creature occupies. Another creature
AIR MONOLITH
might be caught in the whirlwind if it touches or enters the
Gargantuan Elemental (Air, Extraplanar)
whirlwind, or if the monolith moves into or through the
Hit Dice: 36d8+216 (378 hp)
creature’s space.
Initiative: +15
Huge or smaller creatures take damage when caught in a
Speed: Fly 100 ft. (perfect) (20 squares)
whirlwind and may be lifted into the air. An affected creature
Armor Class: 31 (–4 size, +11 Dex, +14 natural), touch 17,
must succeed on a DC 39 Reflex save when it comes into
flat-footed 20
contact with the whirlwind or take 4d6 points of damage. It
Base Attack/Grapple: +27/+50
must also succeed on a second DC 39 Reflex save or be picked
Attack: Slam +34 melee (6d6+11/19–20)
up bodily and held suspended in the powerful winds, autoFull Attack: 2 slams +34 melee (6d6+11/19–20)
matically taking the indicated damage each round. A creature
Space/Reach: 20 ft./20 ft.
that can fly is allowed a Reflex save each round to escape the
Special Attacks: Air mastery, whirlwind
whirlwind. The creature still takes damage but can leave if
Special Qualities: Damage reduction 15/—, darkvision 60
the save is successful. The save DC is Strength-based.
ft., elemental traits
A creature trapped in a whirlwind cannot move except to go
Saves: Fort +18, Ref +31, Will +16
where the air monolith carries it or to escape the whirlwind.
Like their lesser kin, elemental monoliths are living incarnations of the elemental forces that compose the multiverse.
They are so powerful that only the mightiest of summoning
spells can draw them to the Material Plane and compel their
service, and even then the caster dare not take his attention
from the monolith’s control for even a moment.
Monoliths are great rulers and princes among their
kind, obeyed by even the elder elementals. Only the primal
elementals are more powerful.
156
620_17925_Chpt6.indd 156
9/15/04 11:23:56 AM
CHAPTER 6
Saves: Fort +27, Ref +10, Will +16
Abilities: Str 43, Dex 6, Con 24, Int 12, Wis 15, Cha 17
Skills: Diplomacy +5, Intimidate +16, Jump +29, Listen +43,
Sense Motive +15, Spot +43.
Feats: Alertness, Awesome Blow, Cleave, Great Cleave,
Improved Bull Rush, Improved Critical (slam), Improved
Natural Attack, Improved Overrun, Improved Sunder, Iron
Will, Power Attack, Toughness, Weapon Focus (slam)
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral
Advancement: 37–54 HD (Gargantuan)
Level Adjustment: —
ARCANE
MONSTERS
It can otherwise act normally, but must succeed on a Concentration check (DC 20 + spell level) to cast a spell. Creatures
caught in a whirlwind take a –4 penalty to Dexterity and a
–2 penalty on attack rolls. A monolith can have only as many
creatures trapped inside a whirlwind at one time as will fit
inside the whirlwind’s volume.
An air monolith can eject any carried creatures whenever
it wishes, depositing them wherever the whirlwind happens
to be. A summoned monolith always ejects trapped creatures
before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a
swirling cloud of debris. This cloud is centered on the air
monolith and has a diameter equal to half the monolith’s
height. The cloud obscures all vision, including darkvision,
beyond 5 feet. Creatures 5 feet away have concealment, while
those farther away have total concealment. Those caught in
the cloud must succeed on a Concentration check (DC 15 +
spell level) to cast a spell.
An air monolith in whirlwind form cannot make slam
attacks and does not threaten the area around it.
A great, moving heap of earth and rock the size of a small tower
lumbers forward on crude, stumplike legs. Two clublike arms
studded with jagged stone hang from its shoulders, and its head
is a blunt, featureless mass of earth.
EARTH MONOLITH
Air monolith
Illus. by W. O’Connor
Masters of the Elemental Plane of Earth, earth monoliths
Gargantuan Elemental (Earth, Extraplanar)
do not normally leave their home plane unless summoned.
Hit Dice: 36d8+255 (417 hp)
They are composed of whatever dirt, soil, stone, or rock from
Initiative: –2
which they were conjured, and they speak Terran with voices
Speed: 30 ft. (6 squares)
like the grinding of stone on stone. As leaders of their kind,
Armor Class: 25 (–4 size, –2 Dex, +21 natural), touch 4,
they are less sullen and silent than other elementals, but have
flat-footed 25
little interest in communicating with creatures other than
Base Attack/Grapple: +27/+55
their own elemental kind.
Attack: Slam +40 melee (6d8+16/19–20)
Full Attack: 2 slams +40 melee (6d8+15/19–20)
Combat
Space/Reach: 20 ft./20 ft.
Earth monoliths are nearly unstoppable, using their great
Special Attacks: Earth mastery, push
strength to crush and destroy their foes. Like other earth eleSpecial Qualities: Damage reduction 15/—, darkvision
mentals, earth monoliths travel through solid ground or rock
60 ft., earth glide, elemental traits
as easily as humanoids walk
on the earth’s surface.
Earth
monolith
157
620_17925_Chpt6.indd 157
9/15/04 11:23:58 AM
Illus. by W. O’Connor
ARCANE
MONSTERS
CHAPTER 6
158
They cannot swim, though, and must either walk around a
body of water or travel through the ground beneath it.
Earth Mastery (Ex): An earth monolith gains a +2 bonus
on attack rolls and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne,
the monolith takes a –4 penalty on attack
rolls and damage rolls.
Push (Ex): An earth monolith can
start a bull rush without provoking attacks
of opportunity. The combat modifiers given
in Earth Mastery also apply to the monolith’s
opposed Strength checks.
Earth Glide (Ex): An earth monolith can
glide through stone, dirt, or almost any other
sort of earth except metal as easily as a fish
swims through water. Its burrowing
leaves behind no tunnel or hole, nor
does it create any ripple or other signs
of its presence. A move earth spell cast
on an area containing a burrowing
earth monolith flings the creature back
30 feet, stunning it for 1 round unless it
succeeds on a DC 15 Fortitude save.
A tremendous inferno approaches, slithering and bounding like
a splashing stream of molten metal. From moment to moment,
eyelike openings in the blazing flames seem to form and disappear, and its brilliant tendrils resemble long, slender limbs.
Leaders of the fire elementals, fire monoliths are normally
encountered away from the Elemental Plane of Fire
only when summoned by powerful spellcasters. They are creatures of living
flame, hostile to most other forms
of life. Fire monoliths speak Ignan, and their voices sound like
the roaring of an inferno,
but even though they are
stronger-willed and more
intelligent than most of
their kin, they rarely have much to say
to residents of the
Material Plane.
Combat
Fire monoliths
combine great
physical power with
FIRE MONOLITH
incredible quickness
Gargantuan Elemental (Extraplanar,
and the ability to set
Fire)
their foes ablaze.
Hit Dice: 36d8+216 (378 hp)
Like other fire elInitiative: +13
ementals, fire
Speed: 60 ft. (12 squares)
monoliths canArmor Class: 29 (–4 size, +9 Dex, +14
not enter water or
natural), touch 15, flat-footed 20
any other nonflamBase Attack/Grapple: +27/+50
mable liquid, and
Attack: Slam +35 melee (6d6+11/19–20
so cannot cross
Fire monolith
plus 4d6 fire)
water unless they can step
Full Attack: 2 slams +35 melee (6d6+11/19–20 plus 4d6 fire)
or jump over it.
Space/Reach: 20 ft./20 ft.
Burn (Ex): A fire monolith’s slam attack deals bludgeoning
Special Attacks: Burn
damage plus fire damage because of the creature’s flaming
Special Qualities: Damage reduction 15/—, darkvision
body. Anyone hit by a fire monolith’s slam attack must suc60 ft., elemental traits, immunity to fire, vulnerability
ceed on a DC 34 Reflex save or catch on fire. The flame burns
to cold
for 1d4 rounds. Unless it is still in contact with the fire monoSaves: Fort +20, Ref +29, Will +16
lith, a burning creature can take a move action to put out the
Abilities: Str 32, Dex 29, Con 22, Int 12, Wis 15, Cha 17
flames. The save DC is Constitution-based.
Skills: Balance +13, Diplomacy +5, Intimidate +16, Jump +25,
Creatures that hit a fire monolith with natural weapons
Listen +43, Sense Motive +15, Spot +43, Tumble +24
or unarmed attacks take fire damage as though hit by the
Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes,
monolith’s attack, and also catch on fire unless they succeed
Dodge, Great Fortitude, Improved Critical (slam), Improved
on a DC 34 Reflex save.
Initiative, Improved Natural Attack, Iron Will, Mobility,
Power Attack, Spring Attack, Weapon Focus (slam)
WATER MONOLITH
Environment: Elemental Plane of Fire
Gargantuan Elemental (Water, Extraplanar)
Organization: Solitary
Hit Dice: 36d8+255 (417 hp)
Challenge Rating: 17
Initiative: +6
Treasure: None
Speed: 30 ft. (6 squares), swim 120 ft.
Alignment: Usually neutral
Armor Class: 27 (–4 size, +6 Dex, +15 natural), touch 12,
Advancement: 37–54 HD (Gargantuan)
flat-footed 21
Level Adjustment: —
Base Attack/Grapple: +27/+53
620_17925_Chpt6.indd 158
9/15/04 11:24:04 AM
Like the other elemental monoliths, water monoliths are the
chieftains and leaders of their kind. Generally unwilling to
leave the Elemental Plane of Water, they can be summoned
only with the most powerful of spells, and though they speak
Aquan, water monoliths rarely deign to speak to creatures
other than other water elementals. Their voices sound like
the crashing of surf in a wild storm, and they are noticeably
more intelligent and strong-willed than most of their kind.
Combat
Water monoliths are almost as strong as earth monoliths, but
they are much quicker and more agile. They prefer to fight
in water, where they can disappear beneath the waves and
outmaneuver their foes, but in any instance a water monolith
cannot venture more than 300 feet from the body of water
from which it was conjured.
Drench (Ex): A water monolith’s touch puts out torches,
campfires, exposed lanterns, and other open flames of nonmagical origin of they are Huge or smaller. The creature can
dispel magical fire it touches, as if using greater dispel magic
(caster level 20th).
Vortex (Su): A water monolith can transform itself into
a whirlpool at will as a standard action, provided it is underwater. It can remain in that form as long as it likes. In vortex
form, a monolith can move through the water or along the
bottom at its swim speed.
The vortex is 10 feet wide at the base, up to 50 feet wide
at the top, and up to 80 feet tall. The monolith controls the
exact height, but it must be at least 20 feet.
620_17925_Chpt6.indd 159
Illus. by W. O’Connor
A volume of animated water the size of a large inn rises up in a
crude humanoid shape. Its limbs are thick tendrils of water that
loosely resemble arms, its body reshaping itself to flow across the
ground without breaking up or losing its form.
CHAPTER 6
ARCANE
MONSTERS
Attack: Slam +38 melee (6d8+14/19–20)
Full Attack: 2 slams +38 melee (6d8+14/19–20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Drench, vortex, water mastery
Special Qualities: Darkvision 60 ft., damage reduction
15/—, elemental traits
Saves: Fort +27, Ref +20, Will +16
Abilities: Str 38, Dex 22, Con 25, Int 12, Wis 15, Cha 17
Skills: Diplomacy +5, Intimidate +16, Jump +27, Listen +43,
Sense Motive +15, Spot +43, Swim +22.
Feats: Alertness, Awesome Blow, Cleave, Dodge, Great
Cleave, Improved Bull Rush, Improved Critical (slam),
Improved Natural Attack, Improved Sunder, Iron Will,
Lightning Reflexes, Power Attack, Weapon Focus (slam)
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral
Advancement: 37–54 HD (Gargantuan)
Level Adjustment: —
A water monolith’s movement while in vortex form does
not provoke attacks of opportunity, even if the monolith
enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters
the vortex, or if the monolith moves into or through the
creature’s space.
Huge or smaller creatures take damage when caught in a
vortex and may be swept up by it. An affected creature must
succeed on a DC 42 Reflex save when it comes into contact
with a vortex or take 4d6 points of damage. It must also succeed on a second DC 42 Reflex save or be picked up bodily
and held suspended in the powerful currents, automatically
taking the indicated damage each round. An affected creature
is allowed a Reflex save each round to escape the vortex.
The creature still takes damage, but can leave if the save is
successful. The save DC is Strength-based.
A creature trapped in a vortex cannot move except to go
where the water monolith carries it or to escape the vortex. It
can otherwise act normally, but must make a Concentration
check (DC 20 + spell level) to cast a spell. Creatures caught
in the vortex take a –4 penalty to Dexterity and a –2 penalty
on attack rolls. A monolith can have only as many creatures
trapped inside the vortex at one time as will fit inside the
vortex’s volume.
A water monolith can eject any carried creatures whenever
it wishes, depositing them wherever the vortex happens to
159
9/15/04 11:24:08 AM
Illus. by D. Crabapple
ARCANE
MONSTERS
CHAPTER 6
be. A summoned monolith always ejects trapped creatures
before returning to its home plane.
If the vortex’s base touches the surface beneath a body
of water, it creates a swirling cloud of debris. This cloud is
centered on the elemental and has a diameter equal to half
the vortex’s height. The cloud obscures all vision, including
darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those
caught in the cloud must make a Concentration check (DC
15 + spell level) to cast a spell.
A water monolith in vortex form cannot make slam attacks
and does not threaten the area around it.
Water Mastery (Ex): A water monolith gains a +2 bonus
on attack rolls and damage rolls if both it and its opponent
are touching water. If the opponent or the elemental are
touching the ground, the monolith takes a –4 penalty on
attack rolls and damage rolls.
A water monolith can easily affect the movement of ships
in any squares it threatens as a full-round action, overturning
any craft up to 180 feet long, or halting and holding motionless
a ship as long as 360 feet. Larger ships can be reduced to half
speed for as long as they remain threatened by the monolith.
Skills: A water monolith has a +8 racial bonus on any Swim
check to perform some special action or avoid a hazard. It can
always choose to take 10 on a Swim check, even if distracted
or endangered. It can use the run action while swimming,
provided it swims in a straight line.
Pseudonatural Hippogriff
Large Outsider
Hit Dice: 3d10+9 (25 hp)
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11,
flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Claw +6 melee (1d4+4)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee
(1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: True strike
Special Qualities: Alternate form, darkvision 60 ft., lowlight vision, resistance to acid and electricity 5, scent,
spell resistance 13
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 18, Dex 15, Con 16, Int 3, Wis 13, Cha 8
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Large); 7–9 HD (Huge)
Level Adjustment: —
PSEUDONATURAL
CREATURE
Past the timeless eons that lie between the stars,
pseudonatural creatures dwell beyond the planes
as we know them, nestled in far realms of insanity. When summoned to the Material Plane,
they often take on the form and abilities
of familiar creatures, though they are
more gruesome in appearance
than their earthly counterparts.
Alternatively, they might appear
in a manner more consistent with
their origins, manifesting as masses
of writhing tentacles or other even
more terrible-looking forms.
SAMPLE
PSEUDONATURAL
CREATURE
This flapping horror has a vaguely horselike body with the forelegs and wings of a
huge, foul bird. Grotesque pustules erupt
from its flesh, ichor oozing from the various extrusions, and a long, serpentine tail
thrashes behind the creature.
160
This example uses a 3 HD hippogriff
as the base creature.
620_17925_Chpt6.indd 160
9/15/04 11:24:12 AM
“Pseudonatural” is an acquired template that can be added
to any corporeal creature (referred to hereafter as the base
creature).
A pseudonatural creature uses all the base creature’s
statistics and abilities except as noted here. Even though the
creature’s type changes, do not recalculate Hit Dice, base
attack bonus, or skill points.
Size and Type: The creature’s type changes to outsider.
Size is unchanged.
Special Attacks: A pseudonatural creature retains all
the special attacks of the base creature and also gains the
following attack.
True Strike (Su): Once per day, a pseudonatural creature can
gain a +20 insight bonus on a single attack roll. In addition,
the creature suffers no miss chance against a target that
has concealment or total concealment when making this
attack.
Special Qualities: A pseudonatural creature retains all
the special qualities of the base creature and also gains the
following special qualities.
Resistance (Ex): A pseudonatural creature has resistance to
acid and electricity based on the base creature’s Hit Dice (see
the table below).
Damage Reduction (Ex): A pseudonatural creature gains
damage reduction based on the base creature’s Hit Dice (see
the table below).
Spell Resistance (Ex): A pseudonatural creature gains spell
resistance equal to 10 + the base creature’s HD (maximum 25).
Hit Dice
1–3
4–7
8–11
12 or more
Acid, Electricity
Resistance
5
5
10
15
Damage Reduction
—
5/magic
5/magic
10/magic
Alternate Form (Su): As a standard action, a pseudonatural
creature can take the form of a grotesque, tentacled mass
620_17925_Chpt6.indd 161
SPELLSTITCHED
Spellstitched creatures are undead that have been powerfully
enhanced and fortified by arcane means. They are more difficult to attack in melee and more resistant to being turned,
and they gain the ability to cast spells. The process is much
more effective when applied to intelligent undead than those
that are mindless, since intelligent undead can discharge
their spells tactically.
A spellstitched undead can be identified by the runes
that cover its body, either carved into its skeletal remains or
tattooed onto its rotting flesh. Under casual observation or
while in combat, the runes can be noticed only with a DC
15 Spot check, otherwise simply appearing to be cracks in
the creature’s bones or wrinkles in its skin.
Spellstitched creatures can be created only by a wizard or
sorcerer with the Craft Wondrous Item feat and of sufficient
level to cast the spells to be imbued within the undead’s
body. The creation process takes a number of days equal to
the Wisdom score of the undead creature being spellstitched
(so a minimum of 10 days) and requires the expenditure of
1,000 gp for carving or tattooing materials in addition to 500
XP × the undead creature’s Wisdom score.
Undead with arcane spellcasting abilities can spellstitch
themselves.
CHAPTER 6
CREATING A
PSEUDONATURAL CREATURE
(or another appropriately gruesome form, as determined by
the DM). Despite the alien appearance, its abilities remain
unchanged. Other creatures receive a –1 morale penalty on
their attack rolls against a pseudonatural creature when it is
in this alternate form.
Abilities: Same as the base creature, but Intelligence is at
least 3.
Environment: Any land and underground.
Challenge Rating: Up to 3 HD, as base creature; 4
HD to 11 HD, as base creature +1; 12 or more HD, as base
creature +2.
ARCANE
MONSTERS
Combat
A pseudonatural hippogriff dives at its prey and strikes with
its clawed forelegs. When it cannot dive, it slashes with claws
and beak.
Alternate Form (Su): As a standard action, a pseudonatural hippogriff can take the form of a grotesque, tentacled mass
(though this alien appearance has no effect on the creature’s
abilities). Other creatures receive a –1 morale penalty on their
attack rolls against the creature when it is in this alternate
form.
True Strike (Su): Once per day, a pseudonatural hippogriff can gain a +20 insight bonus on a single attack roll. In
addition, the creature suffers no miss chance against a target
that has concealment or total concealment when making this
attack.
Skills: Hippogriffs have a +4 racial bonus on Spot checks.
SAMPLE SPELLSTITCHED CREATURE
This emaciated, hairless humanoid has the burning red eyes and
razor-sharp teeth of the ghoulish undead, but on closer glance,
its decaying flesh can be seen to be covered with scars or markings of some kind.
This example uses a 4 HD ghast as the base creature.
Spellstitched Ghast
Hit Dice: 4d12+3 (29 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Bite +5 melee (1d8+3 plus paralysis)
Full Attack: Bite +5 melee (1d8+3 plus paralysis) and 2 claws
+3 melee (1d4+1 plus paralysis)
Space/Reach: 5 ft./5 ft.
161
9/15/04 11:24:17 AM
Illus. by W. Reynolds
ARCANE
MONSTERS
CHAPTER 6
Special Attacks: Ghoul fever, paralysis, stench,
spell-like abilities
Special Qualities: Damage resistance 5/magic
or silver, spell resistance 18, +4 turn resistance, undead traits
Saves: Fort +3, Ref +6, Will +8
Abilities: Str 17, Dex 17, Con —, Int 13, Wis
14, Cha 16
Skills: Balance +7, Climb +9, Hide +8, Jump
+9, Move Silently +8, Spot +8
Feats: Multiattack, Toughness
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5–8 HD (Medium)
Level Adjustment: —
Combat
A spellstitched ghast uses its spell-like abilities
to begin a battle, resorting to its natural attacks when
an opponent closes to melee range or its spell abilities are
exhausted. Aware of its increased and potent defenses, it
doesn’t fear divine spellcasters as it once did.
Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save
DC is Charisma-based.
Paralysis (Ex): Anyone hit by a spellstitched ghast’s bite
or claw attack must succeed on a DC 15 Fortitude save or be
paralyzed for 1d4+1 rounds. Even elves are vulnerable to this
paralysis. The save DC is Charisma-based.
Stench (Ex): The stink of death and corruption surrounding a ghast is overwhelming, and living creatures within 10
feet must succeed on a DC 15 Fortitude save or be sickened
for 1d6+4 minutes. A creature that successfully saves cannot
be affected again by the same spellstitched ghast’s stench for
24 hours. A delay poison or neutralize poison spell removes the
effect from a sickened creature. Creatures with immunity
to poison are unaffected, and creatures resistant to poison
receive their normal bonus on their saving throws. The save
DC is Charisma-based.
Spell-Like Abilities: 3/day—darkness, magic missile; 1/
day—flame arrow, Melf’s acid arrow (+5 ranged touch), obscuring
mist, vampiric touch (+5 melee touch). Caster level 4th.
CREATING A
SPELLSTITCHED CREATURE
162
“Spellstitched” is an acquired template that can be added to
any corporeal undead with a Wisdom score of 10 or higher
(referred to hereafter as the base creature).
A spellstitched creature uses all the base creature’s statistics
and abilities except as noted here.
Special Attacks: A spellstitched creature retains all the
special attacks of the base creature and gains the following
special attack.
620_17925_Chpt6.indd 162
Spell-Like Abilities: A
spellstitched creature
can be imbued with
spell-like abilities according to its Wisdom,
as indicated on the table below. Any spells
selected must be from
the conjuration, evocation, or necromancy
school. The number
of spell-like abilities
is cumulative; for
example, a spellstitched undead
with a Wisdom
of 12 can cast two
2nd-level spells four
times per day and
two 1st-level spells
four times per day.
Caster level equals
the creature’s Hit
Dice.
Wisdom
10
11–12
13–14
15–16
17–18
19 or higher
Example
Undead
Skeleton, zombie
Bodak
Ghoul, ghast
Devourer
Some liches
Nightshade
Spells
Times per
Imbued
Day
Two 1st-level
4
Two 2nd-level
4
Two 3rd-level
2
Two 4th-level
2
Two 5th-level
2
One 6th-level
1
The creator of a spellstitched creature decides how to allocate
the spells known against the number of times per day spells
of each level can be cast, and once made, this determination
cannot be changed. For example, if a spellstitched skeleton
has cause fear usable once per day and shocking grasp usable
three times per day imbued as its 1st-level spell-like abilities, its creator cannot later change either the spells or how
frequently each can be used (to two times per day each, for
example).
Special Qualities: A spellstitched creature retains all the
special qualities of the base creature and gains the following
special qualities.
Damage Reduction (Ex): Spellstitched creatures with 1–3
HD have no damage reduction, those with 4–11 HD have
damage reduction 5/magic or silver, and those with 12 or
more HD have damage reduction 5/magic and silver.
Spell Resistance (Ex): A spellstitched creature has spell resistance equal to 10 + the base creature’s Charisma modifier.
Turn Resistance (Ex): A spellstitched creature gains +2 turn
resistance (added to the base creature’s turn resistance, if
any).
Saves: Spellstitched creatures get a +2 profane bonus on
all saving throws.
Challenge Rating: Same as the base creature +1.
9/15/04 11:24:21 AM
Illus. by M. Cavotta
n most human cities and towns, the general populace is
notoriously insensitive to the distinctions of training,
skill, and talent that separate arcane spellcasters. The differences between a sorcerer and an enchanter, a warlock
and a necromancer, or an evoker and a warmage are lost
on such people, and any arcane spellcaster (other than the
bard, who is generally easy to identify) is equally likely to
be called mage, arcanist, sorcerer, enchanter, or wizard by
someone without any real understanding of the character’s
true skills. To most people, distinctions between types of
arcane spellcaster matter only to arcanists themselves.
Even in the most magical of settings, though, arcane
spellcasters maintain a high social profile. Few people in
a busy trade town will mark the arrival or departure of a
weathered sellsword or rakish fop, but the arrival of an
arcanist of any description will be carefully noted and
observed.
BARDS
Unless it’s by her own intent, a bard is never mistaken
for another type of arcane spellcaster, and although the
common folk might fear the sudden appearance of an
unknown mage, the arrival of a new bard in town is often
a cause for celebration. A bard’s skills promise new songs,
new stories, and new music so powerful and magical that
620_17925_Chpt7.indd 163
listeners can forget for a short time the cares and troubles
of their lives. When a bard of great skill sings her songs
in the common room of the village inn, her listeners
enjoy for a short time entertainment fit for a king—an
hour or two of dreams and splendor in which even the
lowest laborer can indulge.
Of course, some bards also have reputations as
thieves and liars, being all too quick to flee town
leaving behind a string of false promises and broken
hearts. Though the motives of such characters will
always be questioned, people know that even the
most blackhearted bard lacks the power to unleash
magical plagues or other arcane devastation. Though
people often fear magical power, they know that the
bard’s brand of magic carries significantly fewer
risks to them than those of other arcanists.
Bards move easily in circles of nobility and
power, and even a bard of modest skill can show
up at the door of the king’s hall and expect to
trade a few songs for a seat at the banquet table
and a bed for the night. In some cultures, nobles
retain bards as advisors, entertainers, spymasters,
and tutors to their children; these house bards, or
hallsingers, often become permanent members of a
noble’s household. In exchange for room, board,
and a monthly retainer, a house bard serves as
163
9/15/04 9:39:51 AM
Illus. by R. Spencer
ARCANE
CAMPAIGNS
CHAPTER 7
a trusted lieutenant, working assiduously to advance the
noble’s interests and guard the family to whom she has given
her loyalty. Just as a noble wins renown for the quality of the
bard in his household, bards win renown for the elevation
of their patrons, and to be the court bard of a high king is a
great honor indeed.
Bards with noble patrons can still spend much of their time
adventuring, but they are expected to devote at least some of
their efforts to advancing their patron’s causes and to report
back at regular intervals what they have heard and observed
during their travels. In general, a bard with a patron must
spend at least one week per month at the noble’s residence, but
after every few years of service, a bard is expected to forego
travel for a time, spending several consecutive months in
attendance at her lord’s court.
In addition to room and board, a house bard can expect a
stipend of about 10 gp per month per character level (replacing the money an itinerant bard might earn through use
of her Perform skill). On special occasions, such as when
entertaining a visiting noble, a character’s performance might
be expected to earn her more.
SORCERERS
Like bards, sorcerers tend to attract attention, but (unlike
bards) rarely of the positive kind. Where a wizard might
hobble into town and seem little more than a weatherbeaten
traveler, revealing his true nature only at his own discretion,
a sorcerer tends not to remain anonymous for long, because
164
620_17925_Chpt7.indd 164
his personal intensity and charisma draw the eye and linger
in the memory. An indefinable but tangible difference often
separates the sorcerer from the rest of the world—and when
difference is sown, suspicion often grows.
Where a high noble might look to her court wizard for
advice and scholarly insight into the doings of her rivals,
sorcerers generally have little in the way of a wizard’s formal
education and training. Though most sorcerers rarely feel the
need to find themselves a patron or to place themselves at a
lord’s disposal, those who do often find themselves regarded
as more of an arcane weapon than a fount of knowledge,
less suited to a roles as counselor and tutor than as an elite
bodyguard or highly valued special agent.
In the end, whether they are evil or good, most sorcerers
simply choose to exist outside the normal circles of human
society. Like elemental forces of nature, the most powerful
sorcerers will never be directed, either by the concerns of
the common folk or the commands of a king.
WARLOCKS
Even more so than sorcerers, warlocks tend to be viewed with
great suspicion and fear, and only the most infamous necromancers come close to provoking the distrust and enmity
that warlocks commonly elicit. Even the least superstitious
know that a warlock’s power is derived from dangerous and
evil patrons, and even a warlock whose worth has been proven
time and again in the service of good might still be thought
to have the potential for dark treachery.
The warlock’s path is a lonely one
9/15/04 9:39:55 AM
620_17925_Chpt7.indd 165
CHAPTER 7
WARMAGES
While warmages share many of the strengths and limitations
of sorcerers, lords and commoners alike tend to hold them in
much higher esteem, because warmages often occupy positions
of power. In any land where warmages are found, most people
have at least heard of the famous academies in which arcanists
are trained for battle, and the common folk will recognize
a warmage either as a true and courageous defender of her
homeland or as a highly favored agent of the ruling power. These
expectations might be misplaced, of course, but until a warmage
demonstrates that she’s not to be trusted, she can generally
assume the friendship and cooperation of her people.
After years of training at the crown’s expense, a warmage is
often expected to repay the investment made in her education
through military service. Adventuring warmages have typically completed their duty, and they are generally on detached
status or have paid scutage (a tax to exempt themselves from
military service) to avoid any additional obligation. In general,
though, a warmage who enjoys significant authority by virtue
of her class and training will always be answerable to those
who in turn have the authority to command her.
A warmage can almost always find employment as an officer
in a noble’s guard, an agent of the crown, or a member of a
local garrison. This employment provides the warmage with
room and board as well as a small salary (usually 10 gp per
character level per month). However, a warmage who accepts
such a position is expected to spend at least half her time on
duty, serving whatever authority or lord employs her. Special
arrangements for discretionary and independent activity can
be made, but in times of crisis the warmage is at the command
of her overlord, and she ignores the call to duty at her peril.
WIZARDS
The ranks of wizards run the gamut from humble conjurers to flamboyant arcane overlords. While many high-level
wizards can be as imposing as the most dreadful warlock or
sorcerer, others might seem nothing more than old beggars
or vagabonds under even the closest inspection. Most wizards
find it easier to conceal their true calling than do warlocks or
sorcerers, and more than a few take pains to avoid revealing
their powers until it suits them.
Wizards who don’t bother to conceal their nature are generally
treated with no small degree of caution, and even a reputation for
being more rational and in control than members of the other
arcane classes doesn’t guarantee them a warm welcome in strange
lands. To the suspicious, an evil wizard embodies the potential to
set a town ablaze, enslave the lord and the garrison, or conjure up
hordes of murderous demons with a wave of his hand (whether
or not these acts are actually within the wizard’s power). Even
wizards known to be crusading agents of good or servants of
law and order can find themselves confronted on occasion with
a healthy measure of distrust, for it’s well known that troubles
of all sorts—monsters, intrigues, and magic both potent and
sinister—are drawn to wizards like moths to flame.
Their formalized training and the respect their power engenders often enable wizards to find positions as advisors and mentors
to lords and kings; most great nobles require a skilled mage to
guard their household and themselves against the magical spying
or outright assaults of rivals and enemies. Similarly, the wizard’s
knowledge of arcane phenomena and ancient secrets might prove
crucial in undoing an infestation of monsters, a magical plague,
or the arcane power behind an enemy’s secret plots. In return, a
wizard who finds a noble patron obtains a place of safety where
he can rest, study, and perform experiments under his lord’s
protection (and often at the lord’s expense).
Wizards with noble patrons are expected to devote at least
some of their arcane efforts to the service of their patron’s
causes. In general, a wizard with a patron must spend at least
one week per month at the noble’s residence, but unless the
wizard has specific business that takes him away, he is expected
to be found somewhere in his lord’s realm rather than traveling
abroad. House wizards are usually allowed to take sabbaticals
on request, but a wizard who isn’t around when his noble patron
needs him might return to find that patron seeking (or already
having hired) a replacement.
In addition to room, board, and facilities suitable for a laboratory or library (from which he might be asked to perform
research or create specific items on his lord’s behalf), a house
wizard can typically expect a personal stipend of at least 10
gp per month per character level, plus the defrayal of research
expenses of at least 75 gp per month per character level. For
example, an 8th-level wizard could expect to receive at least
80 gp per month for his personal use, plus at least 600 gp per
month to maintain his laboratory, obtain special substances
and spell components, compose spellbooks, perform magical
research, engage in item creation, and otherwise look after
his career.
ARCANE
CAMPAIGNS
Few towns or cities will long abide a known warlock in their
midst—low-level warlocks often risk being assaulted by pitchfork-wielding mobs. Warlocks of moderate power rarely need
fear outright attack, but they might find themselves subject
to a variety of hints (subtle or otherwise) that their presence
is unwanted. High-level warlocks are generally considered far
too dangerous to offend, but they can often find themselves
subject to harassment of a different sort as successive waves of
crusading adventurers show up on their doorsteps, each intent
on eliminating such a clearly malevolent threat.
Warlocks fare a little better when under the protection
of a local lord, but few good-hearted nobles freely offer a
warlock employment. The reputation of these fell arcanists
is simply too black, and it takes a lord of exceptional wisdom
and character to ignore a warlock’s fearsome reputation and
look into the heart of the person beneath the stereotype.
Like the sorcerer, the warlock is valued far less for his
counsel and knowledge than for his ability to wreak havoc
against his foes, and those rare few who obtain a powerful
patron likely serve as bodyguards or highly capable arcane
warriors. Most warlocks never swear fealty to another individual, though, preferring to wield their unique power only
in their own name.
165
9/15/04 9:40:09 AM
ARCANE
CAMPAIGNS
CHAPTER 7
SPECIALIST WIZARDS
Though specialist spellcasters tend to be regarded simply
as wizards by the world at large (and treated accordingly), a
distinction is frequently placed upon illusionists (prized for
their ability to entertain), diviners (sought after for the secret
information that is their stock in trade), and necromancers
(feared for their sinister powers). Though specialist wizards
all have the same general chance of obtaining patrons, a
specialist’s focus usually causes her to seek out opportunities
geared toward her area of expertise.
The various specialists are discussed below. Each section
begins with a “point of view” paragraph in italic type that
summarizes how a member of that class might characterize
himself and his specialty.
ABJURERS
Although it’s hardly a simple matter to wield the magic that will
produce a blast of fire or slay a giant with a word, the highest form
of the mage’s art lies at the place where magic interacts with magic.
To study the school of abjuration is to wield spells that manipulate
the fabric of arcane power itself.
Abjurers are deliberate, prudent, and thoughtful, possessing an unequaled determination and resolve that allows them
to carefully consider all aspects of a problem before devising
an efficient and effective response. They generally regard
adherents of other schools of magic as reckless and wasteful,
and they continuously evolve strategies for defeating other
wizards in magic duels (whether such confrontations ever
become necessary or not). Whether their lives are given over
to adventuring or experimentation, abjurers are always well
prepared.
The study of abjuration requires a meticulous and deliberate personality that generally favors a lawful alignment.
Since abjuration often focuses on limiting the ability of
others to do harm, many abjurers are inclined to walk the
path of morality on the side of good. At the same time, the
ruthless efficiency of abjuration used as a weapon against
other spellcasters means that many wizards are drawn to the
school by dreams of personal power that quickly override the
orderly and benevolent philosophies of their fellows.
Though abjurers are often reluctant adventurers, good
abjurers sometimes take up the life to undo the evil that
magic too often spawns. Good and neutral abjurers tend to
position themselves where they can prevent others from
victimizing folk who lack the ability to defend themselves.
Evil abjurers are often found as lieutenants or elite advisors to
sinister overlords, selling their valuable skills to the highest
bidder.
Abjurers make their homes anywhere, but most prefer
smaller towns to large cities. They generally enjoy the trust
and good regard of their neighbors, and are sometimes willing
to use their power on behalf of others with little thought of
compensation or reward.
166
620_17925_Chpt7.indd 166
CONJURERS
The Material Plane is nothing but a small and unimportant
crossroads in the cosmos. All that exists in this physical world is a
mere reflection of the iconic truths embodied in the unseen worlds
that border it.
Confident, headstrong, and opinionated, conjurers can
often seem indolent and unconcerned with the difficulties of
others, rarely inclined to think their way around any obstacle
or foe that can be more simply hammered down with the right
application of summoned power. Because of the great control
they wield over many dreadful extraplanar creatures, most
conjurers view the other schools of magic with disdain—illusion and divination are trivial, transmutation and evocation
are inconsequential, abjuration and enchantment are too
weak, and necromancy is repulsive (possibly because, of all
the schools, it alone can challenge the conjurer’s sense of her
own power).
Conjurers must be strong-willed, decisive, and just a little
bit reckless to excel in their chosen field, favoring chaotic
alignments and preferring quick and decisive solutions over
slower and more deliberate methods of problem-solving.
Like necromancers, conjurers stare unflinching into the face
of dark and powerful forces, and most rarely feel that they
can afford the luxury of high (in other words, good) moral
standards. As such, conjurers often favor evil and neutral
alignments.
Conjurers undergo adventures when the prospect of finding easy power and wealth seems to outweigh the risks and
effort involved. They can be difficult companions, speaking
their minds freely and having little patience for the opinions
of those they consider inferior. It takes a leader of proven
worth and unyielding strength to earn a conjurer’s respect. In
an adventuring group, conjurers prefer action to discussion,
and tend to view overwhelming and immediate attack as the
first step in any successful encounter.
Most conjurers prefer to live in isolated frontier or wilderness areas, both because of their lack of interest in associating
with those they deem beneath them (which is to say, most
people) and as a means to practice the most dangerous
aspects of their craft without worrying about the neighbors
complaining (or being eaten). Aside from magical research,
conjurers shun all activities that would normally constitute
a career or an occupation, and when funds are low, they often
simply summon creatures to fetch treasure for them.
DIVINERS
History is full of missed opportunities, personal tragedies, and
kingdom-shattering defeats that might easily have been averted but
for a single piece of information that could have changed the course
of lives and worlds. Knowledge is power, and those who know all
hold ultimate power in their hands.
Diviners are perhaps the wisest of all wizards. Like abjurers,
they are often cautious and deliberate spellcasters, happy to
avail themselves of every possible preparation and precaution
before embarking on a hazardous course. For the diviner,
9/15/04 9:40:11 AM
The mind is the ultimate power. Any fool can oppose an enemy by
physical means, but to halt a foe through the sheer force of one’s
will—or to turn a most hateful enemy into a loyal ally—is the
purest and most subtly effective manifestation of arcane might.
Charismatic, sensitive, and passionate, enchanters tend
to be personable and attractive, enjoying fine arts and good
conversation. Even the most blackhearted enchanter can be a
mesmerizing individual—confident, self-assured, and holding others in thrall with manner and word even before the
first syllables of his charm spell are uttered. Other enchanters
are distant and clinical, viewing themselves as coldly rational
students of the only subject worth studying—the mind.
Enchanters have few predilections in alignment, though
their belief that individual will is the strongest force in the
multiverse slants them slightly toward chaos over law. Evil
enchanters believe that those who lack the ability to overcome
or resist the power of the mind deserve to be servants to
that power, existing only to be commanded by those with
the ability to do so. Good enchanters adopt the viewpoint
that bending another being to one’s will is rarely right, but
is preferable by far to killing. A good enchanter deprives an
620_17925_Chpt7.indd 167
EVOKERS
The universe is the interplay of impersonal forces—some spiritual,
some political, some moral, some elemental, and some whose natures
have yet to be revealed. Beneath the surface of the merely physical,
fundamental energies form the true nature of all things.
The school of evocation attracts the most serious-minded,
intense, and determined wizards, devoted to the mastery of
their craft to the exclusion of almost all else. Notable ascetics
in their personal habits, evokers favor spartan surroundings,
simple garb, and plain fare, eschewing clutter and luxury as
distractions that deaden one’s perceptions of the real world.
In personality, evokers are decisive, forthright, and often
stubborn. Good evokers perceive evil as an unbalancing force
that must be opposed, while neutral or evil evokers tend to
be heartless, seeing the trials and ordeals of mortals as the
superficial results of a larger unseen world at work.
Good evokers undertake adventures in response to the
currents and forces they perceive in the world, striving to
respond when and where evil stirs. Evil evokers, not content
to settle for reaction to the universal forces around them,
seek to manipulate those forces, altering their ebb and flow
through their own actions. Regardless of alignment, evokers
are natural leaders—fearless, inspiring, and authoritative.
Among wizards, their courage on the battlefield has no
equal.
Evokers prefer quiet and plain homes, seldom dwelling
among large numbers of people. More than a few are hermits,
choosing to live in the most rugged and forbidding natural
sites. Common people leave evokers alone, fearing their power
and the danger their reputation suggests—a reputation that
many evokers do little to discourage.
CHAPTER 7
ENCHANTERS
enemy of his volition only as long as he needs to, and, when
such is warranted, often takes pains to return the subject to
his normal state in such a way as to avoid a traitor’s punishment at the hands of his comrades or people.
Enchanters are commonly the voice of reason in an
adventuring party; they view physical combat as a last resort
and work hard to devise options and solutions to problems
that might otherwise elude their companions. Excellent
team players, shrewd negotiators, and superb bargainers,
enchanters favor frequenting, or living in, large towns and
cities where they easily find many minds that they can study
(or manipulate) with impunity.
ARCANE
CAMPAIGNS
though, the best of all possible preparations is to choose the
course of action that will avoid conflict and peril altogether.
While diviners aren’t cowards (at least not all of them), few
are likely to rush headlong into a fight before every other
option has been exhausted. Diviners are students not only
of the arcane workings of spells and magical lore but also of
the mechanisms of nature, the arts and sciences, and even
human behavior. Few are better judges of character than
diviners.
In addition to being thoughtful and orderly in their affairs,
diviners prize the quality of objectivity. A mind closed to any
possibility (however remote or distasteful one may be) is a
mind that might be closed to the truth, for the truth is not
always simple or pleasant. Diviners are therefore strongly
inclined toward neutral alignments, and usually favor law
over chaos. Good diviners use their powers to anticipate and
prevent harm to others; evil diviners use the knowledge they
accumulate for their own gain.
Diviners are not predisposed to the adventuring life, and
many accept such a career only reluctantly. Still, with her
judgment, cunning, and common sense, a diviner makes a
valuable addition to most adventuring parties. In combat,
though, diviners sometimes hesitate, overly conscious of the
consequences of making the wrong choice when life and
death are on the line.
Diviners are loners at heart and do not make close friends
easily. Even those who live in great cities tend to remain aloof
and apart from their neighbors, avoiding interactions in the
present to better study the past and the future. Although
they show little interest in material possessions, diviners
often cover their research and living expenses by charging
for their services as seers, fortunetellers, and finders of lost
objects and people.
ILLUSIONISTS
The universe is all in the mind that perceives it, and sensation is
the first and only reality. If a tree falls in the forest with no creature
to hear it, then there is no tree.
Illusionists tend to be flamboyant, outgoing, and selfassured, many exhibiting a hedonistic streak that can lead
to dark and cruel practices in the pursuit of rare and unusual
perceptions. Remarkably creative, illusionists enjoy art,
literature, poetry, and music, and many are accomplished artists in their own right. Although their aptitude for scholarly
pursuits is as great as that of any other specialist, illusionists
167
9/15/04 9:40:12 AM
Illus. by G. Kubic
ARCANE
CAMPAIGNS
CHAPTER 7
spend less time in research than most, forgoing the isolation
of the laboratory for the company of people and the constant
thrill of manipulating the powers of sensation.
Illusionists have sharp minds but are not particularly deep
thinkers. Pragmatic by nature, they accept the impermanence
of all things, and see only futility in the acts of those who
dedicate their lives to the development of all-encompassing
philosophies of existence and meaning. Illusionists have no
strong alignment tendencies. While good illusionists share their creative impulses for the benefit
of others, evil illusionists sometimes take their
worldview to dark extremes—the beings around
them seem as less-than-real toys and tools to
be manipulated or destroyed like any other
figment or shadow.
An illusionist’s forceful personality
and sharp mind make her an equally
good choice for leader or right-hand
strategist of an adventuring group. Like
enchanters, illusionists know that their
arts require an audience, and they enjoy
the hustle and bustle of urban life,
usually maintaining well-furnished
homes in large and sophisticated
cities.
Though necromancers are generally ill suited for leadership, such an arcanist can make a valuable addition to an
adventuring group, both for the formidable power he wields
and a familiarity with the dark forces of the world that makes
him virtually fearless. On the other hand, a necromancer is
slow to follow orders simply for their own sake, and one who
disagrees with his comrades’ strategy might strike out on his
own at any time.
Necromancers who are not adventurers spend most of their time
engaged in arcane research and
writing, and since they have little
need for the company of the living,
they usually reside far from civilized regions, establishing homes in
ancient castles, deep caverns, or even
abandoned crypts.
TRANSMUTERS
Like a reflection of the larger processes by
which worlds are built and torn down
once more, all life is change. Anything
that has ceased to change, to grow, to
evolve from what it was ceases to be a
part of the world, and the ultimate power
is that which manipulates these forces of
NECROMANCERS
transmutation.
Life and death are one, for all living things
Wizards drawn to the specialty of
die in time. Death is not an ending, but a begintransmutation are typically curious, sharpning. Since one’s living days are but a fraction of
minded, and deeply analytical. Fascinated
the eternal existence of death, life is but a useless
by the exercise of putting things together
distraction to the study and understanding of the
and taking them apart again, transmuters
long darkness to come.
are natural tinkerers, often more interested in
Brooding, humorless, and withdrawn,
objects than in the creatures who create
necromancers exhibit a fascination with
and wield them. With minds attuned
life and death that borders on the obsesmore to finding out how things work
sive. Though casual acquaintances will often
than to reasoning out why things are as they
view them as cold and hostile, those who befriend
are, transmuters can be obsessive collectors, excellent
An illusionist
necromancers might come to know them as thoughtscholars, and clear thinkers, but they aren’t especially
ful, stoic, and loyal comrades. Most necromancers prefer
prone to profound philosophical insights.
solitude to companionship, though, and even the most
As a result of their focus on change and the forces that
trustworthy and valued among them can be prone to black
drive it, transmuters tend to see moral matters in terms of that
spells of despondency during which they question the value
change. Neutral and evil transmuters believe that good and
of life and all things living.
evil are relative concepts, dependent on existing conditions
Continual exposure to the forces of death and undeath can
and seldom permanent, and so they make little distinction
have a corrupting effect on wizards who have even the slightbetween them. Good transmuters look past the universal
est inclination toward evil. Consequently, evil necromancers
constant of change to its effects on life, aspiring to ensure
far outnumber good-aligned ones. Neutral necromancers
that change happens for the better. Regardless of their moral
are rare, since most necromancers either have a will strong
standing, transmuters favor chaotic alignments, for chaos is
enough to resist the lure of darkness, or they submit eventuthe essence of change.
ally to its corruption. Necromancers have little tendency
Eager to explore the world around them, transmuters are
toward either chaos or law; although a sense of order appeals
often eager members of adventuring groups, but in the role
to their clinical and meticulous nature, most necromancers
of loyal follower rather than reluctant leader, since they
are all too willing to turn their backs on the accepted norms
lack determination and rarely see the value in sticking to an
of society in the pursuit of knowledge and power.
inflexible purpose.
168
620_17925_Chpt7.indd 168
9/15/04 9:40:14 AM
Transmuters are most comfortable in large cities, where
they have access to the supplies, consultants, and other
resources that their studies demand. In general, common
folk are less distrustful of transmuters than they are of most
other wizards; the lack of high-level destructive or controlling capability in the magic of transmuters (notwithstanding
the occasional baleful polymorph) leads most commoners to
consider them inspired but harmless eccentrics.
The best Dungeon Masters understand the capabilities of the
characters in their game, and they look for ways in which
every player’s character has a chance to drive the action and
direction of each adventure and the campaign as a whole.
Handling arcane characters can be challenging in this regard,
though, since mid- and high-level arcane spellcasters often
have capabilities that might easily tip the balance of a typical
game if they are not planned for. Adding to the challenge is
the fact that arcane characters are sometimes sorely tempted
to define themselves not by their personalities, goals, and
aims, but simply by their increasingly powerful arsenal of
spells.
This section of the chapter, addressing the DM directly,
offers strategies and approaches that, in the situation
described above, can make the game more workable, both
for the player of an arcane character and the DM tasked with
defining that character’s place in the game world.
620_17925_Chpt7.indd 169
CHAPTER 7
THE DM AND THE
ARCANE CAMPAIGN
Sorcerers, wizards, and other arcane spellcasters are unlike
many other characters in the game, insofar as most require
significant regular downtime to make best use of their class
features and feat choices. In the life of a fighter or rogue, every
day outside the dungeon tends to be much the same, and such
characters find few things to do outside the context of adventuring (or at least few things that have any hard and fast connection
to the pursuit of power, money, and experience). Many arcane
characters, on the other hand, need time to use their item
creation feats, perform spell research, or scribe new spells into
spellbooks. When the characters find themselves buried under
an onslaught of crises, invasions, plagues, and misfortunes
against which they can’t afford to take the occasional day off,
the player of a wizard or sorcerer is being denied some of the
most significant features of the character’s class.
In general, a good rule of thumb is two days of time off for
every day of adventuring in a campaign. If it takes the party six
days to explore a particular ruin, you can hold off on the next
adventure hook for twelve days of campaign time. Feel free
to throw the PCs an occasional curveball (such as dropping
the next adventure into their laps an hour after they leave
the dungeon they were hoping to spend a couple of weeks
recuperating from), but at the same time make sure they have
some downtime, and that your players understand that their
characters can take advantage of it to initiate projects at their
convenience. The player of a high-level wizard who needs two
months to create a magic item worth 60,000 gp should feel
confident that no disasters will strike partway through the
adventuring hiatus to potentially ruin the character’s efforts.
Be careful, though, that introducing downtime into the
campaign to avoid resentment from the players of arcane
characters doesn’t create a backlash of resentment from everybody else. You don’t want your other players to feel as though
their characters are being forced to cool their heels for weeks
on end just so the wizard can hang out at the library or the
lab. Though many campaigns don’t bother making a big deal
about it, the idea is that all characters (not just arcane casters)
should spend a certain amount of time in training—honing
their talents and learning new abilities as they advance in
experience. If other characters don’t have tasks of their own
to occupy them, you can choose to allow them to train ahead
of time for feats and skills that they will receive or improve
at their next level while the arcane characters pursue their
own interests (see How PCs Improve, page 197 of the Dungeon
Master’s Guide, for more information).
ARCANE
CAMPAIGNS
WU JEN
Neither peasant nor noble, a wu jen typically stands outside
the traditional hierarchies of her homeland—her learning
and personal power demand respect, but her lack of family
standing and social graces sometimes make it difficult for the
wealthy and powerful to accept her talents and skills.
When adventuring in western lands, wu jen often find
themselves forced to deal with both a general distrust of
arcanists and a specific distrust of foreigners. For the most
part (as with sorcerers and warlocks), the common folk do
their best to stay out of a wu jen’s way. At the same time,
their strangeness can sometimes make it easier for wu jen
to acquire patronage and position as advisors to lords and
kings, since those nobles’ preconceived notion of arcane
magic causes them to see wu jen as shrouded in an air of
exotic mystery and prestige.
Though few noble clans in their native lands care to sully
their standing by consorting with wu jen and their uncouth
ways, exceptional wu jen sometimes prove themselves sufficiently to emerge as viziers or satraps under emperors and
local lords. Some wu jen, in fact, have acquired tremendous
political power by standing next to the throne of a figurehead
monarch who chooses (or is charmed) not to contradict their
dictates.
PACING THE ARCANE GAME
DESIGNING ADVENTURES FOR
SPELLCASTERS
Mages of any significant level challenge the Dungeon Master
like no other characters. Murder-mystery adventures rarely
survive their first brush with detect thoughts or vision. Bottomless chasms are easily crossed with a simple 3rd-level fly
spell, and teleportation makes infiltrating the most sinister
fortress child’s play.
169
9/15/04 9:40:17 AM
ARCANE
CAMPAIGNS
CHAPTER 7
170
Finding new ways to challenge your players without resortfor the characters to consider rather than the perfect solution
ing to capricious and arbitrary limitations on magical power
to every need for adventuring intelligence.
can be a daunting task, and many DMs find themselves at one
Don’t make your critical NPCs immune to charm magic,
point or another treating the increasing capabilities of arcane
because your players will likely just find this frustrating.
spellcasters in their game as a trial to be overcome one spell
Likewise, don’t place key information where it can be disat a time: monsters with blindsight and scent limiting the
covered only by of charming the right character at the right
utility of invisibility; villains wearing rings of mind shielding
time. Instead, design adventures that offer useful (but not
always earth-shaking) shortcuts and advantages to be gained
to ensure that PCs can’t easily scry them; greater dispel magic
suddenly becoming the only spell your NPC wizard villains
from charm-acquired knowledge. If an important NPC
know how to cast; and so on.
isn’t charmed, the characters should be able to continue the
This approach can too easily turn the campaign into an
adventure—but if they do succeed in charming her, perhaps
arcane arms race between the mages’ capabilities and your
they avoid a difficult encounter later on, or they gain an
own inventiveness. Even worse, it can trivialize the characopportunity to strike their foes with surprise on their side.
ters’ accomplishments—if there’s no advantage or benefit
to having labored long and hard to add teleport to a spell list, Flying
why bother trying? You have to allow arcane spellcasters to
The ability to take to the air has two major effects on play. It
use their new abilities and let your game evolve accordingly
easily solves the problem of getting around or over obstacles
as their power grows.
such as chasms, rivers, and high walls, and it makes monsters
Some of the most common “gamebusting” capabilities
without ranged attacks much less dangerous, since a ruthless
that arcane characters acquire are charm magic, invisibility
party can simply attempt to exterminate such foes from the
magic, flying magic, scrying magic, and teleportation, each of
air without fear of retaliation.
which brings its own perils to the gaming table and requires
You can’t do much to restrict access to flying magic once
a suitably creative response.
player characters reach 5th or 6th level. If you want an
obstacle to remain difficult or insurmountable even after
Charms
this point, your best option is to design encounters and
Charm magic is the first category of potentially problematic
challenges in such a way that the characters will be loath
magic that most arcane characters acquire. Every captured
to expend the necessary spells or magic items to overcome
villain is routinely subjected to interrogation after being
that obstacle. The PCs can easily fly over the first chasm they
charmed by a player character bard or mage. While many
encounter—but what if a second chasm awaits 15 minutes
players expect that any NPC enthralled by their character’s
farther on, when the flying spells they used to overcome the
charm person spell will naturally be happy to explain all
first obstacle are no longer in effect? The characters might
aspects of the Big Plan to their newfound friend, there are a
still have the same capability to cross the second chasm as
number of reasonable counters to this tactic.
they had with the first—but now at the possible expense of
First off, not every opponent need be a humanoid NPC. A
a fireball spell the sorcerer might need later. You don’t want to
villain can have servants of other creature types—undead,
design every obstacle this way, of course (just as you wouldn’t
giants, or monstrous humanoids, for example—that are
want to prevent characters from using fly by having every
safe from such interrogation until charm monster becomes
chasm under the effect of a permanent antimagic field), but try
available, giving you a few levels of breathing room. A clever
to keep fly an option that the players need to think carefully
villain with humanoids in his employ might anticipate the
about, rather than one they use as a default solution to every
capture and interrogation of his minions (whether by charm
transportation problem.
or more mundane means), and therefore carefully control the
For flying PCs who choose to attack grounded foes, the
flow of information in his organization. Especially devious
simplest solution is to make sure those foes can shoot back.
foes count on the capture and charming of a servant or two,
Killing orc axefighters from the air is easy enough, but orc
and deliberately sow disinformation in the ranks of their
archers or spellcasters pose a different challenge, and you
followers so that any would-be heroes instead charge off into
can also include occasional encounters with flying foes to
ambushes, deadly traps, or terribly embarrassing misunderneutralize the characters’ advantage. At the same time, it’s
standings on the basis of the “guaranteed” knowledge that
also good adventure design to create occasional encounters
the charmed creature has given them.
with a weakness that clever players can exploit. Giant vermin
The goal is not to completely prevent the acquisition of
such as Huge scorpions might pose a deadly threat if attacked
important information through charm spells, but to teach the
head on, so you can place a colony of them in an adventure
players to treat charm-acquired information with a healthy
with the expectation that the characters will use flying magic
dose of deliberation and second thought. That way, even in
to defeat them without taking losses.
the event that the party does get dependable information from
a captured creature, that knowledge has a smaller chance of Invisibility
derailing the game. Charm magic should be a useful tactic
Few spells are as highly coveted (or as subject to potential
misuse) as invisibility. Invisibility serves two purposes in the
620_17925_Chpt7.indd 170
9/15/04 9:40:19 AM
CHAPTER 7
Scrying
The general category of
scrying magic includes
not only the scrying spell
but also a number of related
divinations, such as clairaudience/clairvoyance, contact other
plane, and discern location. On the
most basic level, any time a character can
cast a spell that might answer a question
he otherwise wouldn’t be able to answer
based on the information at hand, he has an
opportunity to derail the adventure. Scrying
might not help a character storm a castle or
explore the depths of a dungeon, but it’s very
likely to locate and identify the chief villains in any
Illus. by W. O’Connor
620_17925_Chpt7.indd 171
of slyness might place simple “traps,” such as a stack of empty pots behind a door—anyone opening the door
knocks them over and makes a noticeable racket. An
invisible character’s footprints are easily seen
as he moves across a sandy or muddy floor
(and bear in mind that in a typical D&D fantasy environment, spotlessly clean floors should
hardly be the norm).
In general, sophisticated foes with access to magic of their own are likely to
understand the capabilities and
limitations of invisibility
and provide suitable obstacles. Shopkeepers in
a good-sized city are
certainly aware of
the temptation their
wares offer to lowlevel mages with
invisibility spells,
and they will take
steps (such as simply locking up all
but the most mundane merchandise)
to prevent such theft.
Slow-witted or primitive foes are more
likely to be caught
off guard by invisible
infi ltrators—but not
time after time. Even
a band of ogres, once
they realize that their
foes are using invisibility to sneak up
on them, will take
steps to counter the
tactic.
ARCANE
CAMPAIGNS
game—first as a spell for bypassing encounters and gathering intelligence, and second as a defensive spell that makes
an affected character more difficult to hit.
The simplest counter for invisibility
is an enemy who ignores it—a creature that has blindsight or one
subject to a see invisibility effect.
Similarly, some special abilities
(such as blindsense, tremorsense,
and scent) limit the effectiveness
of invisibility even though
they don’t negate it outright.
NPC spellcasters might have
scrolls or prepared spells such
as glitterdust,
invisibility purge,
or see invisibility. For that matter,
any spellcaster with access to a summon monster
spell will find numerous creatures on the
summoning lists
with the scent
ability, providing
a good offense
against an invisA wizard
ible foe.
uses a fly spell
Not every adventure should
be designed to
foil invisible
characters, but
any NPC who lives in
expectation of attack
by a hostile spellcaster
(which is to say, virtually any thinking
creature in a typical
D&D campaign)
has likely given
some thought to
dealing with invisible foes. Two
human sentries
set to guard a passageway might be
a significant obstacle,
but those same sentries provided with a
well-trained dog constitute a much more formidable
threat to invisible infiltrators.
Creatures with at least a modicum
171
9/15/04 9:40:20 AM
ARCANE
CAMPAIGNS
CHAPTER 7
172
plot, and it can solve otherwise challenging mysteries with
a single easy casting.
Of all the magical capability that a high-level spellcaster
can bring to the table, scrying might be the most difficult
for the Dungeon Master to deal with. The only foolproof
defense against scrying is to pit magic against magic, relying
on spells such as nondetection or detect scrying in an attempt
to ward off inquisitive heroes. The mundane precautions
of sentries, dogs, and locked doors won’t protect a villain’s
stronghold against scrying magic—but there’s no reason
a villain can’t use spells to anticipate the arrival of trouble
in the same way that characters might seek to avoid it. For
example, an evil cleric might use a divination spell to ask if
he will be the target of a scrying within the next week—and
if so, by whom. Assuming the divination spell succeeds, the
cleric could then take steps to defend against the scrying
attempt.
As with the defense against charmed interrogations, a
clever and meticulous villain without access to divinationdefeating spells might also make an effort to control the
information accessible to any particular minion, potentially
limiting the damage of a thorough scrying effort. After all,
if the lieutenant known to the heroes has no idea where the
secret stronghold lies and has never met his leader face to
face, no amount of scrying upon the lieutenant will ferret
out the villain’s secrets. A very clever foe will take steps to
show her enemies what she wants them to see, planting false
information where the characters’ scrying attempts are sure
to uncover it.
As with charm spells, the best way to keep scrying spells
from tipping the balance of the campaign is to design
adventures that count on them. Build scenarios in which the
characters are expected to use scrying magic to advance the
plot and determine their next course of action. Anticipate
the fact that the PC mage might attempt to cast scrying on
the mysterious red-haired monk who was seen near the
king’s chambers just before the king was killed, then design
encounters appropriately. Scrying based on nothing more
than that rough description might be the only clue available
to characters trying to solve the murder, or it might be a false
lead. The mysterious monk might have had nothing to do
with the murder, or, even if he was the killer, might not have
known who he was working for. Perhaps he was given instructions to frame a lord who is loyal to the throne by fleeing to
the house of the unsuspecting lord after the killing. Just like
charm magic, scrying magic should be a helpful tool that
sometimes provides unhelpful results, teaching characters
to treat it as a step toward finding the solutions to particular
problems, not as a solution in and of itself.
Teleportation
More than most other types of magic, teleportation can allow
a party of heroes to turn your most challenging adventures
into so much dramatic Swiss cheese. Teleportation (often in
conjunction with scrying magic or a charm spell interrogation) is often used to skip past minions and defenders in
620_17925_Chpt7.indd 172
order to get right to the chief villain, rendering your perfectly
designed preliminary encounters useless. More significantly,
a party armed with teleportation magic is very hard to subject
to any kind of mortal peril; one quick spell pulls everyone’s
bacon out of the fire as soon as things start to look bad.
Without powerful magic or relatively arbitrary restrictions,
teleporting PCs are extremely difficult to hinder unless
you can situate the occasional adventure in a place where
teleportation is unreliable, such as a specific demiplane or in
certain reaches of the deep underground. For example, the
Underdark of Faerûn, in the FORGOTTEN R EALMS campaign
setting, is characterized by the presence of faerzress, a magical
radiation that hampers divination magic and teleportation
magic. Every creature in an area affected by faerzress recives a
+4 bonus on Will saves against all divination spells. The use of
any teleportation spell in the Underdark requires a Spellcraft
check (DC 35, or DC 25 for normally infallible methods such
as greater teleport), or a teleport mishap ensues.
Certain spells such as forbiddance and hallow can make
small areas impossible to teleport into or out of. The spells
anticipate teleportation and greater anticipate teleportation (see
page 97) offer the protected creature a short period of warning before a teleporting character or group arrives. As with
other types of problematic magic, though, player characters
have earned the right to use teleportation by the time they
reach the appropriate level, and you shouldn’t attempt to
make every villain’s stronghold immune to it as a standard
feature of your adventure designs.
Clever villains who lack access to thorough teleportation
defenses can take other steps to limit the effectiveness of
teleporting heroes. An evil cleric with a divination spell
could easily anticipate the time of the heroes’ arrival and
set an ambush. Another villain might go to the trouble of
building false throne rooms or lairs in the hopes of confusing
her enemies, so that teleporting attackers might materialize inside a deadly trap. As with scrying and charm magic,
simply controlling information in the absence of elaborate
precautions is a good step toward preventing unwanted
visitors—locating and teleporting to the overlord’s lair will
be a great deal more challenging for the player characters if
the villain’s minions have no knowledge of the location or
layout of that lair.
WORLD BUILDING WITH MAGIC
Just as you sculpt the physical topography and cultural
geography of your campaign to create opportunities for
adventure, you can shape the arcane makeup of your campaign in the same way. The exact nature of magic and the
details of its workings are critical elements of any fantasy
world. While the magic system of the DUNGEONS & DRAGONS
game answers many of these questions (What’s the process
for casting a spell? What can a spell do? How long does it take
for characters to recover their magic?), many opportunities
remain for building distinctive campaign features from the
wealth of classes, prestige classes, feats, and spells available
in the game.
9/15/04 9:40:31 AM
CHAPTER 7
620_17925_Chpt7.indd 173
The Magocracy
Sorcerers, wizards,
and other arcane
spellcasters have
many advantages
over the common
folk around them.
In many lands, it’s easy
Illus. by M. Phillippi
Cultural Inclinations
In general, the D&D game assumes that
any character can do anything. Dwarves
can be wizards, elves can be bards,
half-orcs can be sorcerers. Some
choices might make more sense
than others from a cultural
perspective, but the game
puts no real restrictions on
race or class choices. When
building your own campaign
world, you can modify this
principle to suit your own
needs. Magic by its nature
is exclusive and incomplete,
so the bloodlines necessary
to master sorcery might
exist only in a few families,
just as the lore of the wild
mage might be taught only in
one specific arcane college,
and warlocks might arise only
among the people of a certain
tribe or nation.
Your own sense of how the
magic of the campaign works
should never be forced on
player characters, for while
many players will naturally
want to create characters
who fit well in the
world of the campaign, any character
a player imagines is by its
very nature exceptional. Players
have the privilege of creating unique and hard-to-explain
characters. For example, if the human Telziijka tribesfolk
are the only known warlocks in your campaign, and a player
wants to play a dwarf warlock, you and the player should be
able to come up with a means to accommodate that desire (the
dwarf character might have been raised among the Telziijka,
perhaps, learning their customs and traditions). Alternatively,
the unique component of Telziijka heritage responsible for
the warlocks’ power is something that might logically be
found among others under certain conditions—perhaps the
curse of a deity, the possession of a particular artifact, or the
presence of one’s ancestors at an ancient cataclysm.
The effects of creating unique systems of magic in a campaign might include the following.
• Specific classes might be favored classes for characters of
a certain race or ethnic group.
• Specific prestige classes or feats might be available only
to characters who meet special racial or cultural requirements.
• Spells or feats might function better when used by characters with a special heritage or training.
In general, it’s preferable to offer advantages to
a particular character combination than
to create insurmountable restrictions.
For example, if you decide that the
Necromancers of Ilphaz are the
most infamous of evil spellcasters
in your campaign, you might designate a handful of necromancy
spells as Ilphatian spells. You
could create a feat called Dark
Lore of Ilphaz that provides a caster level boost
or similar advantage to
a caster using an Ilphatian spell. Although
anyone in your game
could still become a
necromancer, the
most dangerous necromancers are the
students of Ilphatian
lore whom your players
will quickly learn to fear.
Details like these are the
stuff that memorable
worlds are made of.
ARCANE
CAMPAIGNS
For example, given the differences in each class’s approach
to arcane magic, consider how sorcerers and wizards might
interact in a campaign. It’s easy to imagine a setting in which
wizard magic is “legal,” sanctioned and approved by the
powers of the land, while sorcery is considered reckless and
dangerous. If the realm is basically a good kingdom, sorcerers might be viewed as agents of evil and chaos regardless
of their actual alignment or allegiances. On the other hand,
if the realm in question is an iron-fisted tyranny, sorcerers
might be fierce freedom fighters who represent the only path
of arcane power open to the downtrodden common folk.
You can also designate specific roles or responsibilities for
certain prestige classes. The Initiates of the Sevenfold Veil
(see page 44) could be an elite order of royal mageguards in
the service of a great realm, or you might create the High
Sagelords of Zeirr as a special council chosen from the ranks
of proven loremasters. Alternatively, you might
choose to design your own prestige class
to cover the campaign niche you have in
mind.
173
9/15/04 9:40:32 AM
ARCANE
CAMPAIGNS
CHAPTER 7
174
for mages to accumulate wealth and influence. Like any other Deities of Magic
elite group, these mages will naturally seek to preserve their
Magic is power. In a world where arcane might is the single
advantages and pass along these privileges to their heirs. A
deadliest weapon that mortal hands can wield, deities are
society that formalizes this role for arcane spellcasters is
sure to have a keen interest in that power. Most pantheons
known as a magocracy—a realm ruled (directly or indirectly)
have at least one deity whose portfolio includes magic,
by mages.
and in many pantheons, the power and destiny of arcane
A magocracy can be inclusive, recognizing that any spellmagic falls squarely under the ruling deity’s influence
caster of sufficient accomplishment is entitled to the rights
and control.
and privileges of being a mage. Anyone desiring more of a
Despite the strength of most deities of magic, few possess
a great number of cleric followers compared to other deities.
say in how society is run need only take up arcane study
Since many deities of magic venerate arcane spellcasting
and demonstrate some proficiency with the arcane arts. An
over all else, divine spellcasters never become as important
exclusive magocracy, on the other hand, is founded on the
to the maintenance and growth of their church. Boccob, as
tenet that arcane power—the key to membership in an elite
the deity of arcane spellcasting (not magic in general), has
group—is to be shared with none but a chosen few. In some
few cleric followers who don’t also study arcane spellcasting.
lands of this sort, anyone undertaking the study of arcane
magic other than the chosen elite of the realm is committing
Of course, deities of magic whose portfolios include other
a crime punishable by exile or even death.
important functions—such as Wee Jas, deity of death and law
In an autocratic magocracy, power is concentrated in the
as well as magic—often have a powerful priesthood primarily
hands of a single mage (or possibly a small group), usually
concerned with the nonarcane aspects of the deity’s divinity.
of significant personal power. An autocrat might delegate
In both churches, most high-ranking priests command both
some of his power to chosen agents or lesser autocrats, as in
arcane and divine magic, often becoming mystic theurges as
a feudal magocracy where a mage-king commands the fealty
they pursue the paths in tandem.
of a number of mage dukes or lords, each of whom rules over
Clerics of deities who scorn magic as a tool used by those
lesser mages in turn. Under this system, all mages are nobles
without the strength or courage to meet foes in physical battle
(with the expected rights and responsibilities). Another
tend to take an antagonistic view of arcane spellcasters, and
autocratic magocracy could be bureaucratic in nature, with
many savage or barbaric races disparage arcanists because
all mages together forming a privileged class in service
their warlike deities urge them down the path of physical
to a nonmage king (and often comprising the true power
valor rather than the one of study and cunning. Though
behind the throne). Other magocracies are more democratic
an average orc is smart enough to recognize the battlefield
in nature; the mages of a kingdom might form an exclusive
potential of arcane magic, Gruumsh’s priests have little tolerassembly that holds the power to make laws, levy taxes, or
ance for spellcasters; in a society built on brutality, an orc
oversee the doings of the throne.
sorcerer or wizard must demonstrate even more strength and
Just as mages can easily accumulate political power, they
savagery than his warrior brethren just to survive. In human
can also provoke resentment and fear: An antimagocracy is a
lands, the clerics of faiths celebrating strength and valor (the
realm in which mages are censured for their dangerous and
churches of Kord or Heironeous, for example) often work to
unpredictable nature. In the simplest form of antimagocracy,
limit the spread of arcane knowledge and the influence of its
the practice of arcane magic is illegal, and anyone engaging in
practitioners, possibly even serving as the inquisitorial arm
arcane spellcasting might be subject to fines, imprisonment,
of an antimagocratic government.
or execution.
Sometimes a rival type of spellcasting—the divine spells The All-Arcanist Campaign
of clerics of a certain set of approved deities, for example—is
One interesting and challenging twist on the arcane camthe only form of sanctioned magic permitted in a realm.
paign is the all-arcanist campaign—a scenario in which
Agents of a sanctioned institution might seek out arcane
every player character is a sorcerer, wizard, or other arcane
spellcasters with inquisitional tactics, or (in a campaign with
spellcaster. A party composed entirely of arcanists can be
a long anti-arcane history) they might assume that arcane
extraordinarily powerful at higher levels, but successfully
magic is an art long dead. In other lands, mages might be
completing adventures without access to the unique skills
fettered by restrictive laws or rigorous obligations to the
and abilities of the fighter, cleric, and rogue (or having those
throne, and young people in such realms with the potential
skills only at lower levels because of multiclassing) can be a
to work arcane magic might be made to choose between state
significant challenge for those characters. Obstacles such as
servitude at an early age or a life of imprisonment or exile.
antimagic fields and monsters with broad spell immunities are
Even outside the scope of a true antimagocracy, some forms
much tougher to overcome when arcane power is the only
of magic might be sanctioned in a realm while others are
weapon in the party’s arsenal.
prohibited. Some lands might have laws against the practice of
An all-arcanist campaign works best if the characters
the warlock’s dark arts, for example, and a fair number might
involved each specialize in specific functions or roles—it
take a dim view of necromancers, conjurers, and sorcerers
becomes difficult for each character to carve out her own
on general principles.
niche in the world if everyone tries to cover as many bases
620_17925_Chpt7.indd 174
9/15/04 9:40:41 AM
CHAPTER 7
ARCANE EVENTS
ARCANE
CAMPAIGNS
as possible. For example, a party consisting of an illusion- The Formal Duel
ist, a sorcerer with numerous damage-dealing evocations,
A proper spell duel follows a precise sequence of events,
a conjurer, and a multiclass cleric/wizard heading for the
beginning with a challenge made and accepted. In the case
mystic theurge prestige class allows each character a chance
of a weak spellcaster challenged by a powerful one, little
to excel in different areas—the sorcerer and the conjurer’s
dishonor is attached to a refusal; powerful wizards who make
summoned creatures stand in for the party’s fighters, the
a point of challenging mere apprentices often find that the
multiclass cleric grants needed healing, and the illusionist
scorn they’re eventually shackled with far outweighs the
satisfaction of their easy victories. Any powerful spellcaster
provides stealth and deception akin to what a skilled rogue
is free to defend her honor against a challenge from any
might be capable of. Taking the Leadership feat is another
other party, though, even a much less powerful mage. As
way for members of such a group to expand their skill base;
such, professional spell duelists often bait intended victims
fighter or cleric cohorts can offer indispensable support to a
into making the challenge, leaving them with no way to
party of mages.
escape dishonor or death without contravening the dueling
tradition.
Once a challenge is made and accepted, the two duelists
Whether their adventuring sees them engaged in courtly
must agree on a place and time, as well as on whether the
intrigue, plundering ancient crypts, or battling monstrous
duel will be sanctioned for lethal or nonlethal rules. In
foes in underground ruins, all arcanists eventually return
many magical societies, these negotiations are handled by
home. Away from dungeons, caverns, and the far planes of
seconds—allies or agents of the dueling parties who attend to
the cosmos, a spellcaster can rest, conferring with her peers
the necessary details and later witness the duel. Local laws or
as she absorbs the lessons learned from her adventures and
customs might require the duelists to wait a certain amount
begins to plan for the next one. But even within the reasonof time before their duel, submitting their differences to an
ably safe confines of a mighty city or strong-walled town,
arbitrator first in the hope of finding a peaceful solution, or
arcane adventure always beckons. Rival factions or guilds
waiting while a neutral official is appointed to preside over
of spellcasters plot or scheme against each other, sworn
the match.
enemies seek opportunities to foil an adventurer’s plans or
The choice of dueling ground is traditionally the prerogasteal her treasures and knowledge, and great tournaments
tive of the challenged party, though it’s expected that the
and fairs offer the opportunity for prizes and glory in the
appointed spot should be reasonably neutral and accessible
public eye.
to each side and any presiding officials. Due to the threat
of collateral damage, many cities have ordinances against
SPELL DUELS
dueling in the streets, requiring spell duels to be fought
Few events are as spectacular or terrifying as a formal duel
in specific places—open parks with few buildings nearby,
between two powerful arcane spellcasters. Even though
fields outside the city walls, or in the dungeons of the local
arcanists frequently come up against each other in the course
wizards guild. Powerful wizards sometimes choose dueling
of adventuring, the chaos of the dungeon or the battlefield
grounds that are as potentially hazardous as anything the
often makes an accurate measure of skill impossible. In this
duel itself might unleash, such as on Avernus (first layer of
highest test of arcane ability, a single mage meets another
the Nine Hells), or amid the raging flames of the Elemental
mage in a ritual spell duel that observes ancient and honorPlane of Fire.
able forms.
On the day of the duel, both combatants follow specific
At its basic level, a spell duel is an agreement between
procedures:
two spellcasters who know that conflict between them is
inevitable, and who wish to inject a kind of formality into
1. Both parties arrive on the field 1 hour before the
what might otherwise escalate into a destructive brawl. No
appointed time. Neither party is permitted to cast any spell
magic enforces the format of the duel except for what the
or use any magic item until the time of the duel.
duelists allow, and dishonorable spellcasters can and do break
2. In a nonlethal duel (see below), each duelist is given a
the rules. Once a caster gets a reputation for not honoring
visual and magical inspection by the official, the seconds, or
the rules of the spell duel, though, he generally can’t expect
the other duelist to ensure that no prohibited magic items or
his opponents to feel constrained by them either.
spell effects are present.
Spell duels are usually a feature of sophisticated and magic3. At the appointed hour, the official gives some sign (often
rich cultures, representative of an effort to control random
a magical effect) that the duel has begun. Roll initiative.
magical violence. Savage or evil cultures rarely bother to
4. First round: Cast any spell that can be cast so as to affect
observe the niceties of the spell duel tradition, and rival
only the caster.
sorcerers in an orc tribe are generally too eager to begin
5. Second round: Ready an action to counterspell.
blasting at each other to worry about the details of formal
6. Third round: Begin dueling.
challenge and round-by-round protocol.
175
620_17925_Chpt7.indd 175
9/15/04 9:40:42 AM
Illus. by J. Miracola
ARCANE
CAMPAIGNS
CHAPTER 7
176
The duel ends when one of the combatants yields, is knocked
unconscious, or is otherwise unable to continue dueling
(such as by succumbing to a successful dominate person spell).
By custom, the dueling parties cannot make any magical
preparations within 1 hour of the duel’s start, but spells that
last longer than 1 hour can be cast before the duelist enters
the chosen site. Sometimes mages have been known to
cheat by showing up only minutes before the duel (and after
casting as many defensive spells on themselves as possible).
An opponent is usually within his rights to insist that the
duel not commence until 1 hour after the late arrival of the
second party, but rash or confident mages sometimes decline
to do so, unwilling to appear fearful of their opponent’s
preparations.
When the duel proper begins, the dueling parties use
the first round to prepare themselves, usually by casting a
defensive spell. The second round is a customary pause as
both parties ready themselves for each other’s next move. In
the third round, the spells start flying. Because both parties
have readied counterspell actions, whoever wins initiative
can’t gain an advantage that his opponent has no chance
to counter. Duelists follow this procedure voluntarily only
in adherence to ancient custom, and disreputable mages
have sometimes been known to let fly with lightning bolts or
vicious curses before their opponents are ready. Any duelist
so attacked within the first two rounds is free to reply in
kind with no loss of honor (as are his seconds, if the duelist
is slain by such treachery).
In some dueling traditions, the official declares mandatory pauses in the action (usually a 1-round break after 3
full rounds have passed), providing both combatants an
opportunity to tend to their defenses again or ready another
counterspell action. Dismissible spell effects (whether on the
duelist or his opponent) are expected to be dismissed by each
combatant, and other ongoing effects are dispelled by the
official, who is charged with having access to sufficient uses
of dispel magic to allow him to maintain ultimate control of
the duelists’ spells. Many officials come prepared with wands
or scrolls of dispel magic or greater dispel magic (for higherlevel duels), paid for by the duelists themselves. Summoned
monsters that can be communicated with are expected to
be ordered to observe the pause in action, but officials have
been known to expend significant dispelling power dealing
with creatures that fail to follow their summoning casters’
commands to stand down.
Generally, any and all magic items are legal in a spell
duel (within agreed-upon restrictions; see Lethal and
Nonlethal Duels, below). Fisticuffs, swordplay, and nonarcane spellcasting are also legal, for that matter, but few
self-respecting mages resort to casting divine magic or
brawling like drunken orcs as long as any spell remains
in their arcane arsenal.
Lethal and Nonlethal Duels
A lethal spell duel is just what the name implies—anything
goes. All spells cast function exactly as normal, and any
620_17925_Chpt7.indd 176
contestant without a defense against disintegrate should have
thought twice before accepting a high-level transmuter’s
challenge in the first place.
A nonlethal spell duel is generally designed to allow
both parties to demonstrate their skill, or to satisfy a
demand for honor that doesn’t have life-or-death stakes.
In a nonlethal duel, contestants generally agree to the
following conditions.
• Death effects are forbidden, including effects that entail a
serious risk of killing or permanently incapacitating the
opponent outright, such as disintegrate or internal fire (see
page 112).
• Spells with any energy descriptor, the force descriptor,
or the shadow descriptor are voluntarily “pulled,” dealing
half normal damage.
• Spells that require melee attack rolls can strike to subdue
within the specific formal conventions of the spell duel,
taking a –4 penalty on attack rolls but dealing nonlethal
damage instead of normal damage.
• Summoned creatures must be directed to strike to subdue,
taking a –4 penalty on attack rolls but dealing nonlethal
damage against an opposing duelist (though summoned
creatures are free to fight other summoned creatures to the
best of their abilities). As such, a caster in a nonlethal duel
cannot summon creatures that he cannot communicate
with or control.
• Spells that create an incapacitating condition (sleep, for
example) are voluntarily dismissed or dispelled by an
official after one combatant has been rendered unable
to continue, resulting in a loss for that combatant. Spells
that incapacitate but allow a save each round (such as hold
person) are allowed to persist, potentially giving one caster
a severe advantage as he pummels his opponent with spell
after spell.
Naturally, characters who know the Nonlethal Substitution
feat enjoy a significant advantage in nonlethal spell duels,
since they need not reduce energy damage by half or take
penalties on their spells’ melee attack rolls.
Even under rigorous guidelines, nonlethal spell duels
are not always safe—more than a few mages have died from
injuries inflicted by a careless (or surprisingly lucky) foe. In
particular, pulling damage and attacking to deal nonlethal
damage while casting spells is difficult; for each such spell
cast in a nonlethal duel, the DM rolls d% secretly, with a
result of 1 indicating that some unexpected movement or
action of the target caused the spell to deal full damage or
lethal damage as applicable.
The restrictions of a nonlethal spell duel are voluntarily
observed by each participant; nothing can stop a dishonorable or desperate duelist from abandoning observation of
the nonlethal forms at any point during the proceedings.
Intentionally casting spells for full effect during a nonlethal
duel is regarded as poor form at best, though, and once one
duelist abandons the nonlethal restrictions, the other is
free to escalate as well (with no besmirching of her own
honor).
9/15/04 9:40:44 AM
A spell duel on Avernus
620_17925_Chpt7.indd 177
9/15/04 9:40:50 AM
TOURNAMENTS ARCANE
ARCANE
CAMPAIGNS
CHAPTER 7
Mages sometimes gather to test their skills in much the same
way that knights and warriors meet to test themselves in
contests of archery, jousting, or single combat. A tournament
arcane is a great fair, festival, and bazaar that frequently causes
all work in its host city to stop for a week or more, while both
the highborn and the common folk flock to watch contests
of magical might.
The Grand Illusion
Another of the most popular arcane challenges is the contest
of the grand illusion. Wielding powerful illusion spells,
mages create the most spectacular or fanciful images they can
imagine, ranging from the mundane (flattering portraits of
noble ladies) to the epic (living recreations of great battles)
to the impossible (great golden trees whose butterfly blooms
leave faint gleams of faerie light in their wake).
Contests of grand illusion are judged on the size, sophistication, fidelity, and imagination of each contestant’s entry.
Master illusionists can become renowned throughout an
entire kingdom for a single spectacular display, with the
promise to perform even the simplest spells garnering the
winner invitations to any banquet or ball in the land for years
afterward.
The Spire Perilous
The origin of this competition and the stories of its first
appearances in tournaments arcane are lost to history, but the
spire perilous remains a perennial crowd favorite. A brightly
colored banner is fi xed atop a high mast on the top of a tall
tower (often a turret of a nearby castle or the bell tower of
a local church), and all participating mages line up on the The Wizard’s Menagerie
ground at the tower’s base with one simple objective—withArcane spellcasters are often associated with strange and
out setting foot inside the tower, be the first to return the
wondrous beasts from all corners of the world (and sometimes
banner to the ground by any means. Tactics range from the
beyond it), and a display of large and exotic menageries is
obvious (fly, levitate, or spider climb to scale the walls) to the
another popular event during a tournament arcane. An
forceful (simply grabbing the prize with telekinesis) to the
arcanist wins great prestige for presenting the most outlandgrandiose (summoning a force of air elementals to retrieve the
ish and improbable collection of creatures. Menageries may
banner and fight off any casters threatening to do the same).
be judged against each other in a formal review or simply
Teleporting to the top of the tower is specifically prohibited
displayed to public acclaim. Naturally, the master of the
in many versions of the challenge, and all contestants must
menagerie is expected to take steps to ensure the safety of
begin with no functioning spell effects (though in some
all onlookers.
cases, persistent spells such as a contingent feather fall might
When formally adjudicated, collections are judged not
be approved by the presiding judge).
only on the number of individual creatures but also on their
In most tournaments, overcoming the spire perilous is
rarity, appearance, and abilities. Large, unique, and visually
complicated by some formidable obstacle (a guardian for
striking specimens are regarded most highly. Anyone can
the banner, a nonlethal trap, or a spectacular barrier such
catch a monstrous spider and present the foul creature for
as wall of fire). The real excitement, though, stems from the
display, after all, but only the most skillful and daring wizards
contestants quickly turning their magic on each other in an
would presume to cage a bulette or an adult dragon.
effort to prevent the competition from reaching the banner.
In an evil or particularly bloodthirsty society, a wizard’s
Specifically lethal spells are discouraged or banned outright
menagerie might serve as a stable from which the owner
according to the rules of the competition, but questionable
draws beasts and slaves for combat in gladiatorial contests
curses or dispels that just happen to place a rival in danger
against the menageries of other wizards. Gambling on such
(such as causing a fly spell to fail when its beneficiary is a
contests runs at a fever pace, and the wizard whose pets
hundred feet in the air) are fine.
emerge triumphant from the bloody duels often claims a
huge purse as his reward.
pqqqqqqqqqqqqqqqqqqqqrs
IT JUST GOT AWAY FROM ME
Knowing that any intentionally pulled or nonlethal melee attack
spell has a random chance of dealing full lethal damage, duplicitous spellcasters sometimes attempt to deceive their opponent
and any witnesses as to their efforts to keep a duel nonlethal. The
duelist can attempt a Bluff check immediately prior to casting a
spell for full lethal damage, and the opponent and any witnesses
are entitled to Sense Motive checks (with a bonus equal to the
level of the spell the duelist intends to cast) to see through the
ruse. If the Bluff check is successful (and the spell deals damage
successfully), it appears that the caster tried to pull or deal nonlethal damage with the spell he cast, but failed to do so because
of an unforeseen movement on the part of his foe.
In the case of duels involving two player characters, the DM
178
can ask for the intention to deceive to be relayed clandestinely.
The DM then rolls the Bluff and Sense Motive checks secretly so
that a character who suddenly finds herself blasted by a spell’s
full power won’t automatically know whether the damage was
intentional or whether the other character’s spell simply became
lethal accidentally.
It’s also possible to run this bluff in reverse when an arcanist
wants to conceal that he is trying not to kill his foe (useful in
duels when a high-level spellcaster wants to teach a talented
upstart a lesson but doesn’t want to run the risk of killing him).
This tactic is only effective when pulling the damage from energy
spells (since taking nonlethal damage in a supposedly lethal duel
is an obvious giveaway to the opponent).
pqqqqqqqqqqqqqqqqqqqqrs
620_17925_Chpt7.indd 178
9/15/04 9:40:55 AM
CHAPTER 7
ARCANE
CAMPAIGNS
The Dweomerlist
spellbooks to acquire new spells at no (or low) cost. For arcanThe single most iconic event of a tournament arcane is the
ists active in magical trade, an organization offers a potential
dweomerlist, a test of arcane skill and combative mettle
network of buyers and sellers for weapons, wondrous items,
between mages. A dweomerlist is an open contest in which
and valuable arcane lore. More important, an organization
all competing mages are paired against randomly chosen
can provide a spellcaster with protection. Powerful wizards
opponents for battle in nonlethal spell duels, to the delight
guilds serve to shield mages from persecution by those who
and amazement of all onlookers. Dweomerlists are parresent or fear their power.
ticularly common in feudal magocracies, lands in which the
mage’s strength is an emblem of her right to govern and her Wizards Guilds
readiness to serve her lord.
In general terms, a guild is a professional association whose
A dweomerlist is often structured in several tiers of competiprimary concern is fostering the best possible environment
tion so apprentices and archmages don’t face off against each
for those who follow a particular trade. Skilled artisans and
other. The format of the contest is usually a double-elimination
experts of all kinds form guilds in various lands; while mages
tournament with multiple rounds. While most dweomerlists
are fewer in number, their professional needs are much the
restrict or forbid lethal spells, death and injury are not unheard
same. While people generally refer to such organizations as
of. A few notorious mages have gained reputations, in fact, for
“wizards guilds,” the term is often a misnomer; many guilds
unwarranted savagery in their tournament duels.
make no distinction between arcane spellcasters of different
Dweomerlists are often seen by competitors and spectaclasses. Alternatively, some guilds are exclusively made up
tors alike as opportunities for fame and advancement, and
of a single type of nonwizard spellcaster, and are dedicated
ambitious mages seeking wealthy or noble patrons often
to that class’s specific needs.
enter as a means of demonstrating their skills to prospective
Guilds usually charge a steep membership fee (often 10 to
lords. In some kingdoms, a great dweomerlist is held every
100 gp in monthly dues) in addition to a fee to join. In return,
few years to decide who will be appointed Archmage, Royal
a new member gains the sanction of the guild when casting
Wizard, High Spellguard, or to some similar post. In other
spells for pay, creating magic items for sale, and engaging in
lands, dweomerlists are regarded as outdated and fatuous
other commercial arcane enterprises. A guild often owns a
affectations, empty of any significance other than determinhall, tower, or retreat where members can reside (at least on
ing arcane bragging rights.
a temporary basis), store valuable but unwieldy laboratory
equipment, or make use of a common library. Any mage
belonging to a guild can use the guild’s facilities (generally
at nominal cost) for magic item creation and spell research.
In a world where a relative few possess the ability to slay
Some of the most common sorts of wizards guilds include
with a word, to bend the masses to their will, or to gather the
the following.
secret intelligence that might topple thrones, it’s only natural
Protective Guilds: Guilds formed in order to protect arcane
for others to seek to steal that power for themselves or supspellcasters against the suspicion and distrust of nonwizards
press its spread. In response, wizards and other spellcasters
are dedicated to the preservation of knowledge and the study
often find it advantageous to create associations dedicated to
of the art of magic. Guilds of this sort exist to check the
furthering their art and skill.
otherwise overwhelming power that a crusading church or
An arcane organization offers many advantages to a typical
suspicious tyrant might bring to bear against the practicing
spellcaster, including its availability as a resource for study
arcanists of a realm.
and research that allows wizards and other arcanists who keep
ARCANE ORGANIZATIONS
pqqqqqqqqqqqqqqqqqqqqrs
WHOSE ILLUSION WAS BEST?
To determine the winning effort in a grand illusion contest,
assign each entry an artistic value equal to the contestant’s
caster level + the spell level of the illusion (figment) spell used
+ the result of a Spellcraft check + the result of a suitable artistic
skill check +1 for Spell Focus (illusion) or +2 for Greater Spell
Focus (illusion). Suitable artistic skills include Craft (painting),
Craft (sculpting), Perform for compositions with auditory components, or other skills as determined by the DM.
For example, Seras, a 10th-level illusionist with the Spell Focus
(illusion) feat, is participating in a grand illusion contest. He
uses persistent image (5th level) to recreate a famous dragon
slaying. He gets a result of 29 on his Spellcraft check and a 13
on his Craft (painting) check, so the value of the illusion is 10 +
5 + 29 + 13 + 1, or 58.
His rival Therea is a 13th-level sorcerer who also has Spell
Focus (illusion). She uses major image (3rd level) to create a
fanciful scene of winged mice dancing with fairies, accompanied
by a lively tune. She gets a 24 on her Spellcraft check and a 19 on
her Perform (string instruments) check. The value of her illusion
is thus 13 + 3 + 24 + 19 + 1, or 60, and Therea is declared the
winner.
The numeric value is simply an abstract measurement of how
impressive and artistically rendered the illusion was from the
perspective of a neutral observer. Since grand illusion judges are
rarely neutral, though, hometown wizards often enjoy a significant advantage over their rivals. The DM may decide to simulate
this advantage by giving the hometown hero an additional bonus
of +1 to +5.
pqqqqqqqqqqqqqqqqqqqqrs
620_17925_Chpt7.indd 179
179
9/15/04 9:40:58 AM
Illus. by R. Spencer
ARCANE
CAMPAIGNS
CHAPTER 7
Regulatory Guilds: These guilds are formed to provide a
charge dues of any sort. Because they have chosen to take up
legal and recognized forum for arcane study, most often in
a common cause with their fellows, the members of an order
lands that have stern laws prohibiting the practice of arcane
tend to be more than willing to ally with or otherwise assist
magic by those who don’t belong to a sanctioned organizafellow members (often sharing knowledge and resources on
tion. Under such systems, arcanists are strongly encouraged
an individual basis).
to police their own ranks, defending the prerogatives and
In some cases, arcane spellcasters might belong to a larger
society incorporating different classes, often with a specific
entitlements of their guild as they fulfill their obligation to
cultural or political mandate. For example, an elven kingdom
the ruling powers of the land that grant them the privilege
might be home to the Knights of the White Arrow, an order
to study magic.
Secret Cabals: Operating below the level of the many guilds
of arcane archers and rangers who serve as elite guards and
that exist to regulate and protect arcane spellcasters, a small
agents to the elven king.
number of sinister cabals are dedicated to establishing the
primacy of arcane spellcasters over all other folk (or, in Schools and Colleges
Becoming an arcanist is rarely as straightforward a process
as simply deciding one day to start casting spells. Most
Aspiring warmages learn
arcane characters begin their training as children or young
from their teacher
teenagers, spending several years engaged in tedious and
difficult studies before being able to successfully cast even
the simplest cantrips. Finding the necessary training in the
an antimagocracy, to keeping the persecuted art of free
spellcasting alive). Like other types of wizards guilds, secret
cabals offer their members collective protection against their
enemies, access to magical lore and items, and prospective
allies and hirelings. Unlike the open guilds, though, few of
these conspiracies openly proclaim their sometimes dark or
illicit goals.
180
arcane arts is never easy, and many people who might have
become skilled mages never follow the arcane path for lack
of any opportunity to learn the fundamental skills. Some
sorcerers and wizards apprentice themselves to an older, more
experienced spellcaster with the time and patience to instruct
them, while others enroll in wizard schools or colleges to
obtain a formal education in the magical arts.
Wizard colleges run the gamut from royal academies training warmages for the realm’s armies to private schools where
the children of nobles learn to tap the power of the arcane
arts; from spontaneous classes for the talented youngsters
in an elf community to remote towers in which promising
children are evaluated as potential members of a secret arcane
order. Some schools require a prince’s ransom in tuition,
while others teach any and all who can demonstrate even
minor magical talent. Still others offer instruction in the
expectation that young mages will repay their education
with years of unquestioning service.
Societies and Orders
Mentors
Guilds are associations of mages bound by profession, but
As with any art requiring extensive amounts of training
groups of arcanists often come together for other purposes,
and considerable time to master, the knowledge of magic is
creating a unique society or order dedicated to a particular
often passed from one generation to the next by means of
cause. The demeanor and activities of particular societies or
a long apprenticeship. The master–apprentice relationship
orders vary significantly with their purposes, but because
is a time-honored tradition among arcane spellcasters. As
those purposes generally go beyond the simple advancement
with any more mundane vocation, the challenges of arcane
of arcane knowledge, societies and orders are often less
apprenticeship begin with finding an experienced mage
useful than true wizards guilds for acquiring and sharing
with an interest in teaching. While few arcanists feel any
arcane lore.
obligation to take on the task of instructing a neophyte in
Arcane orders don’t normally have special resources such
the ways of magic, most mages (even evil ones) feel at least a
as laboratories or libraries, but neither do they generally
vague sense of duty to the arcane arts themselves, and they
620_17925_Chpt7.indd 180
9/15/04 9:40:59 AM
and masters alike engage in deep arcane studies, sharing with
each other many of their own special insights into rare bits
of arcana or spellcraft.
Joining the Order: Any sorcerer or wizard is welcome
to join the Arcane Order. A prospective member must
usually agree to cast several spells under the observation of
two or more of the Order’s regents so that they can evaluate
CHAPTER 7
ARCANE
CAMPAIGNS
understand the wisdom of passing on some of their own
learning to those who will follow them.
At the same time, even the most willing masters feel entitled to seek some compensation for taking on an apprentice,
from the mundane (payment in gold to train the daughter
of a wealthy merchant) to the influential (gifts of office or
property for mentoring the child of a local lord) to the sinister
(the complete and abject servitude of an apprentice from a
family otherwise too poor to pay). Evil mages in particular
often command the allegiance of their apprentices for years
after their formal training ends. While neutral mages usually place less onerous conditions on the teaching of their
lore, most will at least ensure that their costs and time are
adequately covered while the apprentice in question works
hard to earn his keep. Only the most charitable of good mages
considers mentoring an apprentice for free.
Even after a relationship is established, the quality of
instruction can vary widely from master to master, and, as
many hopeful mages have learned, the most powerful wizards
are not necessarily the best mentors. Often, a lowlevel spellcaster with patience and a willingness to give of his
time and attention makes a better master than an imperious,
inattentive archmage quicker to punish than instruct.
THE ARCANE ORDER
A well-established college of wizardry, the Arcane
Order is based in the ancient stronghold of Mathghamhna, a castlelike collection of towers and vaults
carved from the flanks of a long-dead volcano. Students
pqqqqqqqqqqqqqqqqqqqqrs
WIZARD TRAINING
Precocious Apprentice [General]
Mages who have trained in a dedicated college or academy learn
different approaches to spellcasting (and gain different advantages once their training is completed) from characters who apprentice at the side of an experienced arcanist. If the DM wants
the abilities of 1st-level wizards to reflect their training (or wants
to allow other arcane classes a specialized edge for having trained
at the side of a master), he or she may make the following feats
available in the campaign.
Your master has shown you the basics of a spell beyond the
normal limits of your experience and training.
Prerequisites: Spellcasting ability (Int or Cha) 15, arcane caster
level 1st.
Benefit: Choose one 2nd-level spell from a school of magic
you have access to. You gain an extra 2nd-level spell slot that
must be used initially to cast only the chosen spell. Until your
level is high enough to allow you to cast 2nd-level spells, you
must succeed on a DC 8 caster level check to successfully
cast this spell; if you fail, the spell is miscast to no effect. Your
caster level with the chosen spell is your normal caster level,
even if this level is insufficient to cast the spell under normal
circumstances.
When you become able to cast 2nd-level spells, you lose the
benefit described above but retain the extra 2nd-level spell slot,
which you can use to prepare or spontaneously cast a spell of
2nd level or lower as you normally would.
Finally, you gain a +2 bonus on all Spellcraft checks.
Special: You can take this feat only as a 1st-level character.
Collegiate Wizard [General]
You have undergone extensive training in a formal school for
wizards.
Prerequisites: Int 13, wizard level 1st.
Benefit: You begin play with knowledge of six 1st-level spells
plus 1 per point of Intelligence modifier. Each time you gain a
wizard level, you may add four spells to your spellbook without
additional research. In addition, you gain a +2 bonus on all
Knowledge (arcana) checks.
Normal: 1st-level wizards begin play with knowledge of three 1stlevel spells, and can add two spells per level to their spellbooks.
Special: You can take this feat only as a 1st-level character.
pqqqqqqqqqqqqqqqqqqqqrs
620_17925_Chpt7.indd 181
181
9/15/04 9:41:08 AM
Illus. by D. Kovacs
ARCANE
CAMPAIGNS
CHAPTER 7
182
his talents. Novices (1st or 2nd level) are invited to take up
residence at Mathghamhna to begin a formal education in
the arts of magic. More experienced spellcasters (generally
5th level or higher) might be offered the opportunity to
serve as instructors to the novices or as arcane researchers
or lorekeepers at Mathghamhna. Spellcasters who are not
yet qualified to be instructors, and qualified spellcasters
who choose not to take on these duties, can join the order
anyway. They have few obligations to the order, but receive
little benefit from membership other than the right to make
use of Mathghamhna’s guest quarters and peruse the order’s
libraries at their convenience.
The dues are a modest 30 gp per month. In addition,
students at Mathghamhna pay 200 gp per month in tuition
for the instruction they receive.
Player Benefits: The mage of the Arcane Order prestige
class is available only to sorcerers and wizards who join
the Arcane Order. The class offers a number of benefits, all
described beginning on page 48.
Roleplaying Suggestions: Members of the Arcane Order
are scholars first and foremost. Indulge your curiosity and,
when confronted by a difficult problem, consider whether
an answer might be found with a bit of diligent research or
experimentation, rather than open combat and brute force.
Even more so than your spells, your brain is your most powerful weapon—don’t be reluctant to use it.
Typical Member: Most of the Arcane Order’s members
are itinerant mages, sometimes known as associates. They
do not reside at Mathghamhna, instead spending most of
their time engaged in their own researches and interests.
Associates usually visit the organization’s headquarters twice
a year to pay their dues, consult with colleagues who remain
at the college year-round, or make use of the order’s excellent
libraries.
Members who choose to stay at Mathghamhna are generally known as collegians or scholars. The collegians are
those mages whose primary responsibilities involve the
instruction of the novices. Collegians often take long sabbaticals to pursue their own researches, but in general, they
are expected to remain at Mathghamhna for several months
at a time to provide a reasonable course of instruction. In
exchange for their time and trouble in teaching less capable
mages, collegians are paid a stipend of 30 gp per caster level
per month.
Scholars are Mathghamhna’s resident researchers and
lorekeepers. Unlike the collegians, they have no formal
duties, but they receive no stipend either. The chief benefit
they enjoy for their membership is a safe and secure home
in the company of other brilliant mages who can often assist
with their work.
The leaders of the order are known as regents. A regent
is always an arcanist of at least 10th level. Currently, the
regents include the Master Collegian (head of the college and
overseer of the students), the Master Librarian, the Master
of the Spellpool, the Master Diviner, and the Master Warder
(responsible for Mathghamhna’s security and the conditions
620_17925_Chpt7.indd 182
Tower of the Arcane Order
9/15/04 9:41:14 AM
CHAPTER 7
620_17925_Chpt7.indd 183
Illus. by D. Kovacs
of organizational structure. Joining the order is essentially
a matter of a character finding other seekers and making
known his desire to explore and embrace the primal music.
The seekers maintain large libraries of lore and bardic magic
in major cities, and though admission requires membership,
another seeker’s willingness to vouch for a hopeful’s interest
in the primal music is generally enough to grant it.
Player Benefits: Upon joining the seekers, a character first
and foremost gains a forum in which to further explore the
primal music and gain access to resources and training.
The order’s libraries are open to all seekers willing to
observe its requirements for peaceful use, and characters
gain a +4 bonus on all Knowledge and
bardic knowledge checks for which
they spend at least a day at the library
in study and research.
SEEKERS OF THE SONG
Characters in the order can hail from
With music the world was made, and
any number of backgrounds; their ranks
by using music the Seekers of the Song shape it
include many high-level NPCs often willfurther. While many members of this order of
ing to provide advice and knowledge to
bards eventually take levels in the seeker of the
other seekers. Though conflicts within the
song prestige class (see page 56), most seekers
membership aren’t unheard of, NPC seekers
are simply like-minded bards and performers
tend to be friendly toward other members, and
who gather regularly to exchange tales, fragwhile not generally quick to provide one another
ments of lore, and new musical works. Beneath
with aid against physical threats, a member can
this surface camaraderie, though, all members
usually find a seeker spellcaster willing to cast
of the order believe in the powerful magic
spells at a 2–5% discount below standard prices (see
of the primal music, and many make it their
page 107 of the Dungeon Master’s Guide).
life’s work to explore this music and master its
Roleplaying Suggestions: The seekers’ neverpower. Although most people are familiar with
ending pursuit of the knowledge of the primal music
the magic within a bard’s song, the music of
means that many of them have motivations beyond those
the seekers goes far beyond the regular power
of the rest of an adventuring group. In general, a seeker
of bardic music, blending sound and power into
never allows this underlying need to wholly define her
one compelling truth.
personality, but at the same time, her quest for the primal
Though some individual seekers have gone to
music provides a foundation on which other activities are
extreme lengths in pursuit of the music’s power
built. A seeker might search out performers of renown
(ultimately turning it to evil ends), the order as a
during the group’s downtime, for example, or more fully
whole is more focused on trying to understand the
explore the rumors related to the quest to add to the
source of this primal power, learning what it has to
order’s collection of lore.
teach about the creation of the world and the nature
Typical Guildsman: While each seeker of the
of magic itself.
song knows that the primal music is a part of his
Few in number compared to more mainstream guilds,
life forevermore, each embraces it in his own way. To
the membership of the Seekers of the Song still tends to
some, the primal music is the promise of everbe powerful. Because their goals are generally seen as
lasting peace, a gift to be shared and spread with
Symbol
little threat to law and order, seekers are generally able of the Seekers an almost religious fervor. To others, primal music is a
to operate outside the social and cultural mainstream; of the Song road to absolute power, allowing those skilled in its use
only occasionally will a seeker use the power of her music
to control what they desire and destroy what they despise. For
to assume a position of leadership within a community,
the majority of seekers, though, the primal music is simply
adventuring party, or military force. On such occasions,
the foundation on which the moral and mundane concerns
the order as a whole tends to hold itself at arm’s length from
of their lives are built. While the beauty and the need of the
the individual’s goals and actions, quickly disavowing any
music are carried always within them, their commitment to
connection to disreputable or suspect behavior (but just as
it remains first and foremost personal.
quick to seek assistance and resources from an individual
Prestige Classes: Almost every seeker of the song aims
seeker who attains any measure of glory and fame).
to take levels in the seeker of the song prestige class, though
Joining the Seekers: The Seekers of the Song have few
not all will attain that goal. Those most passionate about
rules, few requirements for membership, and only the loosest
seeking the primal music generally focus on the bard’s path
ARCANE
CAMPAIGNS
of the grounds). The head of the order is the Chancellor, a
wizard named Japheth whose own researches concern an
ancient, universal magical grammar known as Aleph or the
Language Primeval.
Prestige Classes: The majority of Arcane Order mages
eventually take levels in the mage of the Arcane Order
prestige class, if for no other reason than to gain access to the
order’s potent Spellpool. In addition, many members pursue
the path of the loremaster, reflecting the scholarly inclination
of the organization. Members who are powerful enough
often aspire to become archmages. It’s not unusual for
a high-level member of the Arcane Order to have a
couple of levels in two or three of these
prestige classes, acquiring a smattering
of abilities from each.
183
9/15/04 9:41:18 AM
ARCANE
CAMPAIGNS
CHAPTER 7
as they advance in power, but just as many seekers leave
portation, the agents contact whichever union spellcaster
themselves free to pursue other goals as they develop their
happens to be available. A wayfarer can usually be ready to
ability to produce and manipulate the primal music. Though
travel within the hour, but it’s not unusual for all the union
uncommon, many of the most powerful and accomplished
spellcasters in an office to be away at the same time or booked
seekers have levels in other bardlike prestige classes such as
ahead by other clients, so that additional teleportation serthe stormsinger (from Frostburn) and the war chanter (from
vices might not be available for several days. Offices in large
Complete Warrior).
or prosperous cities tend to have more union spellcasters
Most members of the seeker of the song prestige class
available, with correspondingly shorter and fewer periods
belong to the order, but many evil bards with levels in the
of unavailability.
The Wayfarers Union prides itself on delivering its customprestige class eschew the order to pursue the primal music
ers to any location that can be identified and sufficiently
exclusively for their own ends.
described, although any union member reserves the right to
Lore of the Seekers: Seekers spread and believe in many
refuse transportation to a particularly dangerous or imprecise
different tales regarding the origin of the primal music. The
one that has the most boisterous adherents (and sees the most
destination.
rancorous debate) posits that some three thousand years past,
an angelic being named Karoninwaithe brought the sounds Wayfarers Union Services and Fees
Service
Cost*
of the primal music to Haeldriss Fey, an elf bard of great skill
Teleport,
one-way,
very
familiar
area
900
gp
who devoted the rest of his days to spreading the primal music
Teleport, one-way, studied area
1,080 gp
and seeking to more fully understand its power. Other sages
Teleport, one-way, area seen casually
1,260 gp
(and even some seekers as well) claim that Karoninwaithe
Teleport, one-way, area viewed once
1,440 gp
Teleport, one-way, description only
1,620 gp
was actually a fiend in disguise, and that the music that the
Greater teleport
1,820 gp
seekers touch is actually a form of infernal power. Those who
Teleportation circle, very familiar area
3,060 gp
espouse this theory believe in the captivating nature of the
Scroll of teleport
1,125 gp
music, and they point out how creatures once controlled by
Scroll of greater teleport
2,275 gp
a powerful seeker are often driven to seek further exposure
*Includes return travel of union caster. All costs cut by 25%
with a contract for ten or more travel spells. All costs to
to the primal music.
hazardous locales are doubled.
A Seeker Campaign: A campaign that includes the primal
music as a major theme or focus offers many possibilities. The
primal music can be seen as an underlying power that all
Joining the Union: Anyone who can cast teleport or
characters are exposed to and will seek more of as the camemploy some equivalent ability is welcome to join the
paign progresses, or it might be one of many paths to power,
Wayfarers Union. While spellcasters are preferred, some
possibly aligning with or competing against existing arcane
nonarcanists have joined the guild, relying on a helm of
and divine orders. Variations on the idea of primal music as
teleportation or similar device to provide travel services. The
a source of magical power might include establishing that
initiation fee is 200 gp, and each member pays the union dues
primal music is the machination of a powerful evil creature
equal to 20% of all income gained through employing travel
or deity (possibly tying into or expanding on the opposing
magic for clients, usually remitted on a quarterly basis. More
views surrounding the Karoninwaithe legend).
than a few members “forget” to keep track of the exact amount
of dues they owe, but only the most egregious offenders are
THE WAYFARERS UNION
censured for this behavior.
In lands where arcane spellcasters are common and magic
Player Benefits: Members of the Wayfarers Union have
is prevalent, people in a hurry can avail themselves of a paraccess to the wayfarer guide prestige class, although taking
ticularly useful trick: hiring a wizard to cast teleport to take
this class is not mandatory. Wayfarers have numerous
them where they need to go. The Wayfarers Union grew out
contracts to supply teleportational shipping, and they also
of an effort to standardize the rates and procedures for such
undertake particularly dangerous assignments.
travel, to provide a medium through which willing spellcastThe great benefit of belonging to the union is the opportuers could earn the high fees associated with such services,
nity to make a lot of money by offering spellcasting services.
and to give paying clients a way to quickly find spellcasters
Whenever a wayfarer is in a town with a union office, he can
capable of taking them where they want to go.
report to the local Travel Board on his availability for transporWayfarers Union offices exist in a number of cities. Most
tation. If a client comes in with a request for transportation,
offices are small, each serving as a base for no more than
the member will be notified and given an opportunity to
two or three spellcasters—who are rarely to be found sitaccept or decline the assignment. In busy offices, the union
ting around and waiting for potential clients. Instead, the
members generally respect a “queue” of availability, so that
wayfarers retain a small staff of nonspellcasting agents to
everyone has a fair chance to take on a client.
“work the desk.” When a client comes in seeking quick trans-
184
620_17925_Chpt7.indd 184
9/15/04 9:41:21 AM
ARCANE LORE
CHAPTER 7
All arcanists dream of mastering magical secrets known to no
other spellcasters, and almost without exception, taking up
the practice of magic is the beginning of a lonely and difficult
exploration of powerful mysteries and secrets forgotten to all
but a few. The particular talents and inclinations of a student
of the arcane quickly lead him into places few others go;
although a group of warmages might share much knowledge
and many of the same spells when they finish their training,
the moment they embark on their own personal travels and
studies, their skills and lore become their own. One might
hone an interest in the arts of item creation, with his feats,
skills, and spell choices reflecting his talent. Another might
stumble across the forgotten secrets of an ancient sect and
become Born of the Three Thunders, a master of lightning
and sonic spells. No matter how common the origins of any
group of arcane spellcasters, each arcanist ultimately follows
his own path.
ARCANE
CAMPAIGNS
Wayfarers who frequently decline assignments tend to
fall to the bottom of the queue, since the desk agents don’t
like to waste time looking for spellcasters who are likely
to say no.
The frequency of opportunities to take on teleportation
assignments is left to the DM’s discretion. As a rough rule
of thumb, about one person per month seeks teleportation
services in a small city, one person per week in a large city, and
two people per week in a metropolis. Cities that serve as centers
of government for large realms often have much more traffic
in the form of royal agents and diplomats going from place to
place, and cities that are especially prosperous or blessed with
magical qualities tend to have more traffic as well.
Roleplaying Suggestion: Mages who don’t like other
people and who don’t see any need to cater to crass commerce
generally don’t join the Wayfarers Union. You’ve joined the
union because you like making money, and you’re not afraid
to say so. Many of your fellow members are mages who would
normally regard you as a rival or even an enemy, so union
membership provides you with an opportunity to develop
a professional relationship with a spellcaster you might
otherwise have nothing to do with.
Establishing the nature of your relationship with regular
clients or unusual customers is an excellent way to offer the
DM potential adventure hooks. You’re not supposed to be too
curious about who you’re taking where, but you can’t keep
from noticing when you teleport someone into a dangerous situation or you seem to be aiding and abetting people
engaged in nefarious goals.
Typical Member: Many mages join the union to meet a
short-term financial challenge, and then allow their memberships to lapse once they’ve earned a few thousand gold
pieces. For this reason, in practice, there really isn’t a “typical”
wayfarer. A black-hearted necromancer with a penchant for
horrible acts of evil might put himself on his best behavior
and make himself available for spellcasting if he needs the
money and the local Travel Board decides that he won’t cause
trouble while engaged in legitimate magical commerce.
Active union members must serve two months per year on
the Travel Board, which is based in the union’s headquarters
in a given city and deals with clients seeking magical travel.
The Travel Board oversees the operation of the desk, collects
dues from members, and administers the queue of on-call
spellcasters. A character serving his stint on the Travel Board
can expect union business to require his presence in the
office one or two days per week. There’s no reason why Travel
Board members can’t keep their place in queue and continue
to accept assignments, but in very busy offices it’s considered
good form to drop out of queue while serving on the Board.
Prestige Classes: While many members of the Wayfarers
Union choose to take levels in the wayfarer guide prestige
class, most do not. Any sorcerer or wizard who knows the
teleport spell is perfectly capable of carrying out at least some
of the assignments offered by the union.
MULTICLASS SPECIALISTS AND
PROHIBITED SCHOOLS
As discussed on page 57 of the Player’s Handbook, a specialist
wizard pays for an increased affinity for the spells of his
chosen school by selecting two prohibited schools (or just
one, in the case of the diviner) whose spells, as well as spell
trigger and spell completion items using those spells, are
forever denied to him. One way around at least part of this
restriction is for a specialist wizard to take levels in sorcerer,
using her sorcerer spellcasting ability to master the spells
and magic items she cannot use as a wizard.
Such an approach carries costs, of course—first and
foremost, the fact that spellcasting ability in the two arcane
classes doesn’t stack. A 7th-level necromancer/5th-level
sorcerer casts spells from each class at the appropriate level,
while a single-classed necromancer of caster level 12th has
access to higher-level spells, better spell penetration checks,
and better level-based variables. In the same way that a
single-classed sorcerer gains an advantage over a wizard in
the number of spells he can cast per day at the expense of
delaying increases in spell power until higher levels, a multiclass sorcerer/wizard drastically increases her daily spell
output, but at the cost of decreasing the maximum level and
power of those spells.
The most efficient way to create a multiclass sorcerer/
wizard is often to take relatively low levels in sorcerer (no
more than two or three) and the rest of the character’s levels in
the wizard specialist class. This approach gives the character
access to any prohibited schools through the sorcerer class,
and though she won’t be able to know or cast higher-level
spells of those schools, she can freely use any spell trigger
items based on spells of the formerly prohibited school or
schools.
185
620_17925_Chpt7.indd 185
9/15/04 9:41:24 AM
ALTERNATIVE SPELLBOOKS
ARCANE
CAMPAIGNS
CHAPTER 7
Chapter 5 describes several options for designing, protecting,
and disguising a wizard’s spellbook. While arcane script
remains the default medium in which most wizards record the
details of the spells they prepare, standard spellbooks aren’t
the only means available for storing the workings of magic.
186
Arcane Geometry
A small number of wizards study the magic inherent in
precisely scribed designs and perfect angles, abandoning
the standard arcane symbology of words and equations. The
spellbook of a geometer (see page 40), its pages filled with
painstakingly precise diagrams of circles, arcs and angles,
looks nothing like the spellbook of another wizard. While a
standard spellbook requires a number of pages scribed with
phrases and formulae to record a single spell of 2nd level or
higher, a geometer can record any spell of any level on only
a single page of his book.
Learning to record and prepare spells through arcane
geometry is almost as difficult as learning to prepare wizard
spells in the first place, so to use this new symbology for his
spellbooks, a wizard must take levels in the geometer prestige
class.
and with the increased size, an arcanist must use up a greater
volume of special materials to record the spell (a cost of 300
gp per spell level).
Recording a spell on a wall requires a 24 hours plus an
additional 12 hours per 100 square feet of space used, and
the spellcaster scribing the wall must succeed on a DC 15
Craft (painting) check. Carving or chiseling a spell into a
wooden or stone wall requires a 24 hours plus an additional
48 hours per 100 square feet of space used, and requires the
spellcaster to succeed on a DC 20 Craft (woodworking) or
Craft (stoneworking) check.
It’s possible for a wizard to map out the precise symbols
to be painted, cut, or carved without doing the final work.
Preparing the surface by sketching or penciling the design
in such a way that workers unfamiliar with the spell can
then paint or carve its symbols requires a Spellcraft check
(DC 15 + spell level) and takes 24 hours plus an additional 1
hour per 100 square feet, after which other workers can make
Craft checks in the wizard’s place and complete the process
as described above.
Structure Spells: Designing an entire building or edifice
to preserve arcane knowledge is a challenging proposition,
and a structure so designed must generally have an area of at
least two 10-foot cubes per spell level to be recorded—passages cut to precise measurements, mosaic paths picked out
on a flagstone floor, freestanding monoliths, walls, arches,
buttresses, or almost any other type of feature whose design
and orientation might convey information. Special materials
must be used in the structure’s preparation, costing at least
1,000 gp per 10-foot cube of area over and above the cost
of construction. For those who wish it, a comprehensive
breakdown of designing and building in a D&D campaign
can be found in Stronghold Builder’s Guidebook.
The structure must be designed by a wizard who knows
the spell to be recorded. The wizard must make a successful
Knowledge (architecture and engineering) check (DC 20 +
the level of the spell to be recorded), then personally oversee
construction for at least 4 hours per day. Construction is
halted temporarily if the wizard can’t oversee the job for
any reason, and though there’s no limit to how long it might
take to complete construction, hired workers generally need
to be paid their full daily wage while awaiting the wizard’s
return.
Structures designed to record arcane spells are usually
much less obvious than walls painted with arcane symbols,
and special instruction is generally required for wizards
who seek to prepare them. A wizard without this special
instruction takes a –5 penalty on Spellcraft checks made to
decipher, prepare, or copy structure spells.
Structures
More impressive than even the most extravagant grimoire,
permanent structures (circles of standing stones, pyramids,
labyrinths, towers, and the like) can be used to record the
workings of arcane spells. At the simplest level, walls can be
graven or painted with spell scripts (essentially serving as an
oversized spellbook of plaster and stone), while in other cases,
a structure’s very form and arrangement can serve to record
arcane information. A ring of standing stones each carved
with a single glyph, for instance, could provide an arcanist
with the information necessary to determine how the spell
is to be cast from their physical orientation.
Aside from the advantage of its permanence and strength,
a structure can record spells that can then be prepared or
learned by any number of spellcasters for as long the structure
stands. At the same time, that openness means that anyone
who visits the site (friend or foe) might be able to comprehend
and ultimately use the spell scribed there.
Preparing a spell from a structure works like preparing a
spell from a borrowed spellbook (see page 178 of the Player’s
Handbook). A spellcaster must first decipher the arcane
markings with a read magic spell or a Spellcraft check (DC
20 + spell level), then succeed on a Spellcraft check (DC 15
+ spell level) to prepare the spell. An arcanist can also scribe
a structure spell into her spellbook (as if transcribing from
another caster’s spellbook) if she so desires.
Tattoos
Wall Spells: Carving or painting an arcane formula on a
By the use of tattoos, some wizards turn their own bodies
structure’s walls works much like scribing a spell into a
into spellbooks, and high-level tattooed mages can often
spellbook on a larger scale. It takes 100 square feet of wall
be covered with arcane designs and symbols from head to
space to serve as one page of a spellbook (so that a 9th-level
toe. Some spell tattoos can be placed so that the caster can
spell requires 900 square feet, or an area 30 feet on a side),
read them simply by looking down, while others need the
620_17925_Chpt7.indd 186
9/15/04 9:41:26 AM
Because tattoos must save on space to fit in a comparatively small area, they must be scribed with great care and the
fi nest reagents and inks, requiring 200 gp per page-equivalent, a time of 24 hours plus an additional 8 hours per spell
level, and a Craft (tattooing) check (DC 20 + spell level if
the caster scribes the tattoo himself; DC 10 + spell level if
someone else does the work). To have the work done by
another tattoo artist, the wizard must make a Spellcraft
check (DC 15 + spell level) to prepare a carefully executed
sketch or diagram of the tattoo to be scribed. Tattoos that
can’t be read by a wizard without assistance (those placed
on areas of his body he can’t always see) must be scribed
by someone else.
Wizards who employ other forms of tattoo magic (such
as those found in the FORGOTTEN R EALMS campaign setting)
can employ spellbook tattoos as well, but they must keep
careful track of how much body space is allocated to each
tattoo type.
Tokens
A number of wizards scribe spells as engravings on stones,
bones, wooden rods, ivory or teeth, or statuettes. Instead of
620_17925_Chpt7.indd 187
CHAPTER 7
use of a mirror, scrying magic, or a familiar’s assistance.
Illus. by D. Crabapple
preparing and packing workbooks while adventuring, the
wizard simply amasses a collection of these items, often carried in a nondescript belt pouch.
A token of this sort can store a surprising amount of
information in a relatively small space.
The choice of material, its diA wizard studies his
tattooed spellbook
mensions and shape, and the
markings on it all convey
information on several levels at once.
Scribing spells onto tokens
requires the same expense
in materials as for a standard spellbook. An
object holds anywhere from 1 to 9
page-equivalents
of spellbook information, depending
Body
Spellbook
Area
Equivalent
on its size.
Hand
1 page each
A single comForearm
3 pages each
plex
spell can be
Upper arm
3 pages each
recorded
on a set
Chest
6 pages
of similar objects,
Abdomen
6 pages
Upper leg
5 pages each
so a necromanLower leg
5 pages each
cer might record
Foot
1 page each
enervation
(4th
Face*
2 pages
level)
onto
four
Scalp*
4 pages
rune-scribed fi nBack, upper*
10 pages
Back, lower*
4 pages
ger bones with a capacity of 1 spellbook page each
Leg, posterior*
4 pages each
(although if one of the finger bones goes missing, the others
Arm, posterior*
2 pages each
are unusable).
*A wizard cannot read spells in these locations without the
ARCANE
CAMPAIGNS
aid of mirrors or even a familiar to study
their tattoos.
Tattooing offers a means of creating a
spellbook that’s virtually impossible to lose.
It does have the disadvantage of the limited
amount of usable spell-recording space on
the average humanoid-shaped body, as well as
the possibility of having to partially or completely undress to reference every spell in one’s
repertoire. Tattooing also usually provides unmistakable evidence of a character’s arcane nature,
denying the opportunity for anonymity that
many arcanists crave.
For creatures with humanoid forms, different areas of the body can hold varying
page-equivalents of spellbook information, depending on their size.
Spellbook
Object Size
Equivalent
Slingstone, finger bone*, hand crossbow bolt 1 page
Cobblestone, arm bone*, rod
4 pages
Skull*, club, leg bone*
6 pages
Staff
9 pages
*From a Medium creature. For each size category larger
than Medium, increase the bone’s spellbook equivalent
pages by 50%, so that the skull of a Large creature could
be used to scribe nine pages of spells. For each size
category smaller than Medium, decrease the bone’s spell
equivalent pages by 50%.
Scribing a spell on a spell token takes 24 hours plus an
additional 8 hours per spell level, and the spellcaster must
succeed on an appropriate Craft check (woodworking,
gemcutting, or a similar skill) with a DC of 10 + spell level
to record the spell successfully.
Tokens can be designed for “reading” by touch alone,
enabling spells to be prepared even in darkness or while
blinded, but a wizard preparing such spells must spend an
additional 5 minutes per spell over and above the time the
spells would normally take to prepare, and succeed on a
Search check (DC 15 + spell level). Retries are permitted, so
a wizard can take 20 on the check if desired, but doing so
further lengthens the preparation time.
187
9/15/04 9:41:28 AM
ARCANE
CAMPAIGNS
CHAPTER 7
PATRON DEITIES
any age. Vecna’s terrible accomplishments are still spoken of
long centuries after his divine ascension, and those enthralled
by the love of secret power are often drawn to worship the
Maimed Lord.
Mages tend to give much less thought to the affairs of deities
than most other characters do, since their view of the miraculous capabilities of deities in the physical world is tempered
by the arcane power they command. Though few arcanists Rare Patron Deities
Some spellcasters choose to revere deities whose portfolios
take their views to extreme levels, some high-level wizards
and sorcerers with an inclination toward megalomania have
don’t include magic, simply because their larger desires and
been known to think of themselves as deities in the making,
beliefs echo that deity’s teachings and laws. For some, the
moving beyond disrespect to an outright challenging of the
society in which they were brought up plays a part in this
deities themselves.
outlook, so a sorcerer might worship St. Cuthbert after being
For the majority of mages, though, arcane power comes
steeped in the tenets of that deity’s faith as a youth. In other
with merely mortal ambitions, and they regard the deities in
cases, the devout follower of a nonarcane deity might view
much the same way that any confident but sensible creature
her spellcasting talents simply as one more weapon in the
of significant personal power does—as formidable beings
arsenal of her faith, and virtually all churches count powerful
worthy of worship or at least respect.
arcane spellcasters among their faithful.
Of the nonarcane deities, Pelor and Hextor are the ones
Common Patron Deities
most commonly venerated by arcane spellcasters. Pelor’s
Most human wizards who choose to revere a single deity
faith is widespread, and his servants crusade tirelessly against
above all others venerate Boccob, Lord of All Magics, or Wee
evil, a credo that appeals to many good arcanists. Evil mages
Jas, the Ruby Sorceress. Boccob is a distant and aloof deity
who believe that their arcane might gives them an innate
who rarely shows favor to his worshipers or acts against their
right to power find the faith of Hextor, deity of tyranny, an
enemies, but wizards admire the Archmage of the Deities
appealing one.
for his intellect and meticulous nature, easily following
Many necromancers look upon Nerull’s grim work with
his philosophies of objectivity, careful study, and inquiry
dark admiration. While not all necromancers worship the
into everything. Sorcerers and bards have less interest in
Reaper of Flesh, rare indeed are those who don’t at least
Boccob’s dispassionate teachings, and they usually take a
acknowledge his power.
patron deity whose traditions reflect some aspect of their
less structured lives.
Wee Jas represents a darker approach to magic; while
followers of Boccob seek arcane power as an end in itself,
The Dungeon Master’s Guide provides rules for going beyond
those who follow Wee Jas see magic as a means to achieving
the 20th-level limit established in the Player’s Handbook,
some measure of control over fate. The Witch Goddess favors
taking epic characters to 21st level and higher. Though all epic
those who have the strength to forge their own destinies, and
characters use those rules to govern their advancement and
powerful arcanists are heavily numbered among the rare
capabilities, this section addresses some issues specifically
mortals who do so. Because most sorcerers and bards disdain
relevant to epic arcane characters, including advancing to
the notion of fate controlling their actions, few become folepic levels in prestige classes and new epic feats.
lowers of Wee Jas.
Elf mages often revere Corellon Larethian, leader of the BECOMING AN
elven pantheon and patron of the magic that is the elf race’s EPIC ARCANE CHARACTER
highest art. Elf culture and society perceives less estrangeThe passage from everyday hero to epic hero is noteworthy
ment between arcane and divine magic than most races, and
in any campaign. Where epic fighters and clerics might be
elf mages often hold high positions in Corellon’s temples.
known for their weapons or their devotion, epic arcanists are
From a desire to strengthen their connection to the arcane
most often renowned for the spells they have created and the
history of their elf side, many half-elf spellcasters venerate
arcane power they have mastered over long years of study and
Corellon Larethian as well.
toil. As such, arcanists can pursue one of two common paths
to arcane epic power—spell creation and epic lore.
Uncommon Patron Deities
Spell creation by an epic character might be a matter of
Olidammara is a favorite deity among bards of many races,
successfully researching a new spell at each spell level, or
because the Laughing Rogue well suits the bard’s love of bold
as difficult as researching one specific spell or ritual that
escapades, quick wits, and song. Even evil bards often find
grants epic power when complete. In either case, it might
Olidammara a worthy patron, and sorcerers with especially
be required that an epic arcanist share the spell or spells
independent spirits often take him as their patron as well.
by mentoring or tutoring lesser wizards, or scribe new
Though few admit it openly, a great number of evil sorcerers
spells into a universal spellbook kept by the deity of magic.
and wizards revere Vecna, the Whispered One—possibly the
Alternatively, a jealous deity might need to be placated with
greatest living wizard (and certainly the greatest unliving) of
the gift of a spell that no one else knows, and the arcanist
EPIC ARCANE CHARACTERS
188
620_17925_Chpt7.indd 188
9/15/04 9:41:35 AM
The new character classes presented in Chapter 1 of this
book use the same style of epic class progression that the
Dungeon Master’s Guide presents for the character classes in
the Player’s Handbook.
Epic Wu Jen
The epic wu jen continues to grow apart from society, her
Epic Warlock
mighty powers and strange ways becoming even more frightenA being of fell magic, an epic warlock is a supernatural
ing to those uninitiated into the mysteries of arcane magic.
force incarnate, losing all but the smallest fragment of his
Hit Die: d4.
humanity.
Skill Points at Each Additional Level: 2 + Int modifier.
Hit Die: d6.
Spells: An epic wu jen’s caster level is equal to her class level.
Skill Points at Each Additional Level: 2 + Int modifier.
The wu jen’s number of spells per day does not increase after
Invocations: The epic warlock’s caster level is equal to his
20th level, but each time the wu jen achieves a new level, she
class level. He does not learn additional invocations.
learns two new spells of any spell level that she can cast.
Eldritch Blast: The epic warlock’s eldritch blast damage
Spell Secret: Every three levels after 18th (21st, 24th,
increases by 1d6 at every even-numbered level higher than
27th, and so on), the epic wu jen can select one additional
20th (12d6 at 22nd level, 13d6 at 24th level, and so on).
spell known to her to become modified as though affected
Damage Reduction: The epic warlock’s damage reducby one of the following feats: Enlarge Spell, Extend Spell,
tion increases by 1 point (to 6/cold iron) at 23rd level and by
Still Spell, or Silent Spell. The spell’s level does not change,
1 additional point every four levels thereafter (7/cold iron at
and once the spell and the modification are chosen, they
27th, 8/cold iron at 31st, and so on).
cannot be changed. As the wu jen goes up in level, she can
Bonus Feats: The epic warlock gains a bonus feat every
choose the same spell to be modified in different ways with
three levels higher than 20th (23rd, 26th, 29th, and so on).
multiple spell secrets. She does not need to know a feat in
order to apply its effect to the spell. Each time a new spell
Epic Warmage
secret is learned, the wu jen must also choose an additional
An epic warmage has perfected the art of destruction and
taboo (see page 16).
devastation through his magic, able to lay waste to entire
Bonus Feats: The epic wu jen gains a bonus feat every
three levels after 20th (23rd, 26th, 29th, and so on). Bonus
armies and cities with horrifying ease.
feats must be chosen from the following list, and can be
Hit Die: d6.
selected even if the wu jen does not meet the prerequisites.
Skill Points at Each Additional Level: 2 + Int modifier.
Epic Wu Jen Bonus Feats: Augmented Alchemy, Automatic
Spells: An epic warmage’s caster level is equal to his class
Quicken Spell*, Automatic Silent Spell*, Automatic Still
level. The warmage’s number of spells per day does not
Spell*, Enhance Spell*, Epic Spell Focus*, Epic Spell Penincrease after 20th level, but he can learn additional spells
etration*, Epic Spellcasting, Ignore Material Components,
through the advanced learning class feature (see below).
Advanced Learning (Ex): At 21st level and every four
Improved Combat Casting*, Improved Heighten Spell,
levels after (25th, 29th, and so on), the epic warmage can
Improved Metamagic, Improved Spell Capacity, Intensify
continue to add new spells to his spell list. Spells added must
Spell, Multispell, Permanent Emanation, Spell Knowledge,
be sorcerer/wizard spells of the evocation school. Once added,
Spell Opportunity, Spell Stowaway, Spontaneous Spell,
they become a part of that warmage’s spell list to be cast like
Superior Initiative, Tenacious Magic.
any other spell.
*Feats marked with an asterisk are presented under Epic
Bonus Feats: The epic warmage gains a bonus feat at
Feats, below. See page 209 of the Dungeon Master’s Guide (as
23rd level and at every three levels after (26th, 29th, and
well as the Epic Level Handbook) for descriptions and informaso on). Bonus feats must be chosen from the following list,
tion on other epic feats.
620_17925_Chpt7.indd 189
CHAPTER 7
EPIC WARLOCKS, WARMAGES,
AND WU JEN
and can be selected even if the warmage does not meet the
prerequisites.
Epic Warmage Bonus Feats: Automatic Silent Spell*, Automatic Still Spell*, Craft Epic Magic Arms and Armor, Craft
Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item,
Efficient Item Creation, Energy Resistance, Enhance Spell*,
Epic Spell Focus*, Epic Spell Penetration*, Epic Spellcasting,
Ignore Material Components, Improved Combat Casting*,
Improved Heighten Spell, Improved Metamagic, Improved
Spell Capacity, Intensify Spell, Master Staff*, Master Wand*,
Scribe Epic Scroll, Spell Opportunity, Spell Stowaway,
Spellcasting Harrier, Tenacious Magic.
*Feats marked with an asterisk are presented under Epic
Feats, below. See page 209 of the Dungeon Master’s Guide (as
well as the Epic Level Handbook) for descriptions and information on other epic feats.
ARCANE
CAMPAIGNS
who created it must destroy all knowledge of it (including
his own) when done.
Epic lore refers to some unique insight or revelation that
must be realized by a prospective attainer of epic power—the
discovery of a great and terrible book guarded by fearsome
protectors, for instance, or piecing together a cosmic riddle
hidden in the movements of the stars through long, meticulous observation. Simply gaining the ability to accomplish
this task might require esoteric feats (such as those found in
Book of Vile Darkness or Book of Exalted Deeds), or many ranks
in unique Knowledge skills.
189
9/15/04 9:41:37 AM
ARCANE
CAMPAIGNS
CHAPTER 7
EPIC PRESTIGE-CLASS CHARACTERS
190
after 10th level at the same rate. For instance, a 10th-level
rogue/15th-level assassin would deal an extra 13d6 points
of damage with a successful sneak attack (5d6 from rogue
levels and 8d6 from assassin levels). An exception to this
rule is any bonus feat progression granted as a class feature.
Bonus feats gained by a prestige class don’t increase with
epic levels. The prestige class instead gains a new bonus
feat progression that varies from class to class (see the
next item).
• In addition to the class features retained from nonepic
levels, each prestige class gains bonus feats at a certain
rate (usually every two, three, four, or five levels after
10th). These bonus feats augment each class’s progression
of class features, not all of which improve after 10th level,
and are in addition to the feat that every character gains
every three levels.
• Epic prestige classes don’t gain any new class features, and
class features with a progression that slows or stops before
10th level or that have a limited list of options (such as
the loremaster’s list of secrets) typically don’t improve as
a character gains epic prestige class levels. Likewise, class
features that are gained only once and do not improve as a
character rises in level (such as a barbarian’s fast movement)
also do not improve at epic levels.
The Dungeon Master’s Guide has information on advancing
characters of the basic classes beyond 20th level (see Epic
Characters, page 206). You can also advance beyond 10th
level in a prestige class that already offers ten levels, but only
if your character level is already 20th or higher. You cannot
advance in a prestige class with fewer than ten levels beyond
the maximum level indicated for that class, regardless of your
character level.
When an epic-level character advances beyond 10th level
in a prestige class, he follows all the rules presented in the
Dungeon Master’s Guide. In addition, the DM must create
an epic-level progression for the prestige class, just as the
Dungeon Master’s Guide presents epic-level progressions for
the classes from the Player’s Handbook. Many, but not all, class
features continue to accumulate after 10th level. The following guidelines describe how to create an epic prestige class
progression, and are followed by a sample epic progression
for the mage of the Arcane Order class (presented on page
48).
• Base save bonuses and base attack bonus don’t increase
after 20th character level, and since a character can’t take
an epic progression in a prestige class without being at
least a 21st-level character already, there are no base save or
base attack columns for prestige classes beyond 10th level. Sample Prestige Class Epic Progression:
Instead, use Table 6–18: Epic Save and Epic Attack Bonuses, The Epic Mage of the Arcane Order
page 206 of the Dungeon Master’s Guide, to determine the
An epic mage of the Arcane Order displays a great thirst for
character’s epic bonus on saving throws and attack rolls.
arcane knowledge. His associations with his guild and the
• A character continues to gain Hit Dice and skill points as
Spellpool grow to new heights.
normal beyond 10th level.
Hit Die: d4.
• Generally speaking, any class feature that uses class level
Skill Points at Each Additional Level: 2 + Int modifier.
as part of a mathematical formula (such as a loremaster’s
Spells: An epic mage of the Arcane Order’s caster level
lore check) continues to increase as normal by class level.
increases by one for each new mage of the arcane order level
However, any prestige class feature that calculates a save
he attains. A mage of the Arcane Order’s number of spells
DC using the class level (such as the assassin’s death attack)
per day does not increase after 10th level. If a mage of the
should add only one-half the character’s class levels above
Arcane Order memorizes his spells from a book (as a wizard
10th. Thus, a 19th-level wizard/14th-level assassin’s death
does), then each time he achieves a new spell level he learns
attack would have a DC of 22 + Int modifier (base 10 + 10
two new spells of any level that he can cast.
class levels + 1/2 class levels above 10th). Without this
Bonus Language: For every four levels higher than 10th
adjustment, the save DC for epic character prestige class
(14th, 18th, and so on), a mage of the Arcane Order gains
abilities increases at a much higher rate than those of
another bonus language.
normal class abilities.
Bonus Feats: An epic mage of the Arcane Order gains a
bonus feat every four levels after 10th.
• For spellcasters, caster level continues to increase after
Spellpool: If you have access to the Epic Level Handbook,
10th level at the same rate it did during the ten levels of the
an epic mage of the Arcane Order can also call epic spells
prestige class. Thus, a 13th-level loremaster adds thirteen
from the Spellpool as long as he has the Epic Spellcasting
to the caster level of her original class to determine total
feat. Treat epic spells as 10th-level spells for the purpose of
caster level. However, spells per day don’t increase after
accumulating Spellpool debt. A DM might wish to rule that
20th caster level.
certain epic spells are unavailable to an epic mage of the Ar• The powers of familiars, special mounts, and fiendish
cane Order on a case-by-case basis.
servants continue to increase as their masters gain levels
if they’re based on a formula that includes the character’s
level.
EPIC FEATS
• Any class features that increase or accumulate as part
The feats below are available only to characters of at least 21st
of a repeated pattern (such as an assassin’s sneak attack
level. All feat descriptions presented here supersede earlier
damage) typically also continue to increase or accumulate
versions that may have appeared in other supplements.
620_17925_Chpt7.indd 190
9/15/04 9:41:39 AM
CHAPTER 7
Illus. by R. Spencer
620_17925_Chpt7.indd 191
ARCANE
CAMPAIGNS
Automatic Quicken Spell [Metamagic]
form (including sorcerer spells and spontaneously cast spells
You can cast any of your lesser spells with a moment’s
such as a good cleric’s cure spells), but, as with the Silent Spell
thought.
metamagic feat, bard spells cannot be affected by this feat.
Prerequisites: Quicken Spell, Spellcraft 30 ranks, ability
to cast 9th-level arcane or divine spells.
Automatic Still Spell [Metamagic]
Benefit: You can cast all 0-level and 1st-level spells as
You can cast any of your lesser spells without gestures.
quickened spells without using higherPrerequisites: Still Spell, Spellcraft 27 ranks, ability to
level spell slots. The normal limit to the
cast 9th-level arcane or divine spells.
number of quickened spells you can cast
Benefit: You can cast all 0-, 1st-, 2nd-, and
Morthos the
warlock as an epic
per round applies. Spells with a casting
3rd-level spells as stilled spells without
character
time of more than 1 full round can’t
using higher-level spell slots.
be quickened.
Special: You can gain this feat
Special: You can gain this
multiple times. Each time you
feat multiple times. Each
take it, the spells of your next
time you take it, the spells of
three highest spell levels can
your next level can be quickbe stilled with no adjustened with no adjustment
ment to their spell slots. Thus,
to their spell slots. Thus, a
a wizard who took this feat
wizard who took this feat
twice could still her 0-level
twice could quicken her
through 6th-level spells
0-level through 2nd-level
with no adjustment
spells with no adjustto their spell
ment to their spell
slots.
slots.
This feat doesn’t
increase the casting time for those
spells that normally
require a full-round
action to cast in
metamagic form
(including bard
spells, sorcerer
spells, and spontaneThis feat
ously cast spells such
doesn’t increase
as a good cleric’s cure
the casting time
spells).
for those spells
that normally require
Automatic Silent Spell
a full-round action to
cast in metamagic
[Metamagic]
You can cast any of your
form (including bard
lesser spells silently.
spells, sorcerer spells,
Prerequisites: Silent
and spontaneously cast
Spell, Spellcraft 24 ranks,
spells such as a good cleric’s
ability to cast 9th-level arcane or
cure spells).
divine spells.
Benefit: You can cast all 0-, 1st-, 2nd-, and 3rd-level spells Enhance Spell [Metamagic]
as silent spells without using higher-level spell slots.
You can increase the power limit of your damage-dealing
Special: You can gain this feat multiple times. Each time
spells.
you take it, the spells of your next three highest spell levPrerequisite: Maximize Spell.
els can be silenced with no adjustment to their spell slots.
Benefit: The damage cap for your spells increases by 10
Thus, a wizard who took this feat twice could silence his 0dice for spells that deal a number of dice of damage equal to
level through 6th-level spells with no adjustment to their
your caster level (such as fireball) or by 5 dice for spells that
spell slots.
deal a number of dice of damage equal to half your level (such
This feat doesn’t increase the casting time for those spells
as searing light). An enhanced spell uses up a spell slot four
that normally require a full-round action to cast in metamagic
191
9/15/04 9:41:40 AM
ARCANE
CAMPAIGNS
CHAPTER 7
192
levels higher than the spell’s actual level (or as modified by Master Wand
any other metamagic feats).
You can activate a wand without using a charge.
This feat has no effect on spells that don’t specifically deal
Prerequisites: Craft Wand, Spellcraft 15 ranks.
a number of dice of damage equal to your level or half your
Benefit: When you activate a wand, you can expend a spell
level, even if the spell’s effect is otherwise dictated by your
slot instead of using a charge. The spell slot must be one you
level. Thus, it has no effect on magic missile (though your level
have not used for the day, though you can lose a prepared
determines how many missiles you fire), Melf’s acid arrow
spell to emulate a wand charge (but you cannot lose prepared
(though your level indicates how many rounds the acid deals
spells from a specialty school). The spell slot expended must
damage), or produce flame (though you add your level to the
be equal to or higher in level than the spell stored in the wand
base 1d4 points of damage dealt).
(including any level-increasing metamagic enhancements).
Epic Spell Focus
Choose a school of magic, such as illusion. Your spells of that
school are far more potent than normal.
Prerequisites: Greater Spell Focus in the selected school,
ability to cast at least one 9th-level spell of the selected school.
Benefit: Add +1 to the DC of all saving throws against spells
from the school of magic you select. This bonus stacks with
the bonuses from Spell Focus and Greater Spell Focus.
Special: You can gain this feat multiple times but its
effects do not stack. Each time you take the feat, it applies to
a different school of magic.
Appendix
The prestige class sample characters and arcane monsters in
this book are organized below by Challenge Rating.
CR
2
2
2
2
2
4
6
8
Epic Spell Penetration
Your spells are tremendously potent, breaking through spell
resistance with ease.
Prerequisite: Greater Spell Penetration.
Benefit: You get a +2 bonus on caster level checks made to
overcome a creature’s spell resistance. This bonus stacks with the
bonuses from Spell Penetration and Greater Spell Penetration.
8
Improved Combat Casting
You heighten your ability to cast spells while threatened
without fear of being attacked.
Prerequisites: Combat Casting, Concentration 25 ranks.
Benefit: You get a bonus equal to 1/2 your caster level on
Concentration checks made to cast a spell or use a spell-like
ability while on the defensive or while you are grappling or
pinned.
10
Master Staff
You can activate a staff without using a charge.
Prerequisites: Craft Staff, Spellcraft 30 ranks.
Benefit: When you activate a staff, you can expend a spell
slot instead of using a charge. The spell slot must be one you
have not used for the day, though you can lose a prepared spell
to emulate a staff charge (but you cannot lose prepared spells
from a specialty school). The spell slot expended must be equal
to or higher in level than the specific spell stored in the staff
(including any level-increasing metamagic enhancements).
You cannot emulate a charge for a staff power or ability
that does not match a specific spell. For example, you can use
this feat to lose a prepared 3rd-level spell to activate lightning
bolt from a staff of power, but you can’t lose a spell to double
the staff’s melee damage because that power doesn’t match
a specific spell.
620_17925_Chpt7.indd 192
8
8
9
9
10
10
10
11
11
11
11
11
12
12
12
12
17
17
17
17
Character or Creature
Page
Chaggrin (earth grue)
153
Harginn (fire grue)
154
Ildriss (air grue)
155
Pseudonatural hippogriff
160
Vardigg (water grue)
155
Spellstitched ghast
161
Dire lion effigy
152
Cotter Maggin, male human sorcerer 6/
29
blood magus 2
Fenlun Herlendal, male gnome illusionist 7/
31
effigy master 1
Sheris Liaday, female human monk 1/
36
sorcerer 4/enlightened fist 3
Theogrin Raablek, male human barbarian 4/
43
sorcerer 1/Green Star adept 3
Vorta Nehalem, male human warlock 6/
20
acolyte of the skin 3
Turial Edemont, male human wizard 5/
50
mage of the Arcane Order 4
Kal Brandric, male halfling sorcerer 6/
56
mindbender 4
Kyevera Luerten, female elf warmage 6/
34
elemental savant 4
Raadi Weskil, male human sorcerer 8/
38
fatespinner 2
Trillia Lilleir, female human conjurer 5/
23
alienist 5
Cahlo Sheebrehl, male human fighter 7/
65
Suel arcanamach 4
Filas Lamean, male half-elf abjurer 6/
40
geometer 5
Iaryo Felunnda, female human abjurer 9/
47
Initiate of the Sevenfold Veil 2
Mekkhier Saadren, male human sorcerer 8/
53
master transmogrifist 3
Revena Callordin, female half-elf sorcerer 5/
70
wild mage 6
Erbera Anvilheart, female dwarf conjurer 9/
66
wayfarer guide 3
Faerjan Laughingsong Skoras, female gnome
62
bard 10/sublime chord 2
Maralea Duskwood, female half-elf bard 10/
59
seeker of the song 2
Silveth Agreimal, female elf sorcerer 10/
25
argent savant 2
Air monolith
156
Earth monolith
157
Fire monolith
158
Water monolith
158
9/15/04 9:41:48 AM
TARTH MOORDA
An Adventure Site
for Complete Arcane
CREDITS
Design:
Penny Williams
Editing:
Penny Williams
Typesetting:
Nancy Walker
Cartography:
Rob Lazzaretti, Dennis Kauth
Web Production
Julia Martin
Web Development:
Mark A. Jindra
Graphic Design:
Sean Glenn, Cynthia Fliege
Based on the original DUNGEONS & DRAGONS® game by E.
Gary Gygax and Dave Arneson and on the new edition of the
DUNGEONS & DRAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the
Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
thereof are trademarks owned by Wizards of the Coast, Inc.
This material is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited
without the express written permission of
Wizards of the Coast, Inc.
©2004 Wizards of the Coast, Inc.
All rights reserved.
Made in the U.S.A.
This product is a work of fiction.
Any similarity to actual people, organizations, places,
or events is purely coincidental.
This Wizards of the Coast game product contains no Open Game Content.
No portion of this work may be reproduced in any form without
written permission. To learn more about the Open Gaming License
and the d20 System License,
please visit www.wizards.com/d20.
For more DUNGEONS & DRAGONS articles, adventures, and information,
visit www.wizards.com/dnd
Complete Arcane offers a wealth of new spells, prestige
classes, feats, and magic items for arcane spellcasters.
Considerable information on running an arcane
campaign is also provided, along with the details of
three standard classes: the warlock, the warmage, and
the wu jen. A fortified enclave dedicated to one of these
classes, the warmage, is mentioned in a sidebar in the
book. This adventure site details this isolated warmage
training facility.
Tarth Moorda is an adventure site that can be dropped
into any remote area with a hot, dry climate. A variety of
adventures can take place here, though the intrigue
within the enclave can constitute an adventure in itself.
As always, feel free to adapt the material presented here
as you see fit to make it work with your campaign.
PREPARATION
You (the DM) need the D&D core rulebooks—the
Player’s Handbook, the Dungeon Master’s Guide, and the
Monster Manual—as well as Complete Arcane—to use
this adventure site. The information presented here
utilizes the D&D v.3.5 rules.
To get started, print out the adventure site, including
the map. Read through it at least once to familiarize
yourself with the situation, site, and major NPCs
(particularly their motivations). You must decide what
kind of action takes place—whether the PCs simply
stumble upon the place or have a reason to visit.
Finally, review the information on warmages in
Complete Arcane. Monster and NPC statistics are
provided with each encounter area in abbreviated form.
BACKGROUND
On a high crag in the arid hills of the Abbor-Alz stands
the ancient fortress known as Tarth Moorda, which
once housed the garrisons that defended Urnst against
gnoll and nomad raids from the Bright Desert.
Abandoned when adventurers finally drove off the
humanoid tribes, Tarth Moorda stood empty for many
years and eventually fell into ruin. Finally, some fifteen
years ago, the Duke of Urnst gave the old fortress to the
Order of the Fire Hawk, an enclave of warmages who
wanted an isolated stronghold in which to train new
initiates.
The Fire Hawks renovated the fortress and reinforced its defenses. Some of the old buildings were
razed to make room for student quarters; others were
simply refurbished and put to new use. The area was
thoroughly scouted and defenses against mundane and
magical intrusion were set in place.
1
Since the Fire Hawks made it their own, Tarth
Moorda has become the principal training academy for
Urnst’s warmages. The uncomfortable climate and
rugged terrain of the surrounding area are considered
advantageous for training recruits in the art of war,
since they quickly become used to harsh conditions.
About five years ago, Sereda Ostarte ascended to the
position of high warmaster at Tarth Moorda. Like her
predecessors, Sereda runs the academy with an iron
hand. Since she took over, the graduates of Tarth
Moorda have proven their valor and might on the
battlefield and shown an increased aptitude for strategy
and tactics that is largely attributed to the changes she
has made in the curriculum.
But Sereda is not as confident about the impregnability of the fortress as her predecessor was, and with good
reason. In recent months, the academy has begun to
lose members. Five of her most promising students,
two senior students, and one of her instructors—a
warmaster—have died or disappeared. Unfortunate
accidents do claim the lives of occasional students, and
desertions are not unknown, since not all can tolerate
the harsh conditions of training. But Sereda fears that
the security of her enclave has been breached—and she
is right.
Bendrik Sogoth, a Suel arcanamach, has infiltrated
the complex posing as a student. A spy and assassin
operating on behalf of Rary’s rising empire in the
Bright Desert, he is responsible for the deaths and
disappearances. He is also gathering information about
the Fire Hawks for his employers, who wish to see the
order disbanded, or at least moved to another location.
Bendrik’s fighting ability and sorcerer spells allow him
to pose as a low-level warmage, putting him in a perfect
position to use his more subtle Suel arcanamach spells
to move unseen about the complex.
Sereda understands better than her predecessors did
that the warmages’ near-exclusive focus on damageproducing spells leaves them weak in other areas, such
as investigative and defensive magic. She has been
working with the enclave’s priest of Heironeous on
ways to discover the source of the problem. So far,
divinations have pointed to somewhere inside the
complex and to the Bright Desert, depending upon the
spell used, but Bendrik’s defenses have preserved his
cover. Sereda is interested in retaining the services of
agents who can uncover the perpetrator. Meanwhile,
she works to ensure the safety of her remaining
students and staff and minimize the demoralizing
effects of the previous incidents.
2
TARTH MOORDA
Tarth Moorda is situated on a high peak on the edge of
the Duchy of Urnst, overlooking the Bright Desert. Its
isolation helps to maintain the discipline required for a
military training camp, and the site is highly defensible
against threats originating from the ground. Against
threats from the air, its occupants must depend on their
magic.
The fortress spans the entire top of the peak on
which it rests. Portions of the slope have been leveled to
provide firmer foundations for buildings, creating a
three-tired, terraced effect. The building known as the
High Warmaster’s Quarters (areas 15-18) rests alone
atop the highest tier. On the second tier are the other
buildings of the complex, except for the stable, which
stands on the lowest tier.
FEATURES
Access to Tarth Moorda is via the main gate (area 2) and
the two postern gates (at the rear of the Students’
Quarters and the Warmasters’ Hall). The complex has
the following features.
Ledges
The ledges that separate the three tiers are roughly 30
feet high and span a horizontal distance of about 20 feet.
Stairs built into the roads and walls within the complex
allow access from one tier to another.
Curtain Wall (EL 6)
A 20-foot-high stone curtain wall surrounds the entire
fortress. The rear portions of three buildings—the
High Warmaster’s Quarters, the Students’ Quarters,
and the Warmaster’s Hall—are actually built into the
curtain wall. The wall is 10 feet thick, with crenellations
along the outside and a walkway made of smooth, fitted
stones behind them.
Arrow slits pierce the curtain wall at 20-foot intervals.
Because of the thickness of the wall, these slits limit
line of sight to directly ahead. Tarth Moorda’s defenders
use them primarily for firing ray spells, magic missiles,
and Melf’s acid arrows.
The wall includes three round towers that extend 10
feet above the rest of the wall. Two of these towers are
situated on the lowest tier of the complex, flanking the
main gate (area 2). The third stands on the second tier,
just below the armorer’s shop (area 6).
Stockpiles of material components are cached about
every 20 feet along the walkway and at the top of each
tower. Neatly stacked piles of javelins, arrows, and
other standard missile weapons are also readily
available to defenders, as are pitch, rags, oil, flint, and
tinder for creating normal flaming arrows and pots of
boiling pitch. These mundane defenses have been
augmented in recent years, since Sereda is a firm
believer in covering contingencies such as nullification
of magic.
Four regular guards and four students patrol the
curtain wall around the clock. Four of them are relieved
every four hours. These guards are fighters that Sereda
has recently employed to beef up security, and they
answer to the watch captain of the moment (see area 3).
Hired Guards (4): hp 5; see The Order of the Fire
Hawk.
Students (4): hp 3; see The Order of the Fire
Hawk.
Roads
The buildings within the complex are connected by
well-maintained roads made of hard-packed dirt. Since
the inhabitants rarely have occasion to ride, these trails
support mostly foot traffic. The roads are usually level
except where wide stone steps connect the tiers.
Because the area receives little rain, the roads tend to be
somewhat dusty.
ENTRYWAY
Tarth Moorda’s main entrance is well fortified and
defensible.
1. Hailing Point (EL 5)
At a sharp bend in the road on the lowest tier of the
outpost is an octagonal cleared area, paved with stone,
that functions as a hailing point at which visitors can
state their business to the guards.
The paved road winding up the steep slope widens
out into an octagonal area about 25 feet across,
then continues at a sharp angle. Ahead rises a
formidable wall of stone with two towers flanking
its main gate and a third farther back, to the east.
Anyone standing here has a good view of the High
Warmaster’s Quarters and the top portions of the other
buildings. The hailing point is clearly visible from all
three towers and from the northern portion of the
curtain wall.
Trap: This site is trapped with a discern lies spell
(renewed regularly by Melver; see area 10) that reveals
falsehoods spoken by anyone standing on the stones.
False responses to questions produce coruscating colors
in the paving stones that are visible to both those on the
octagon and the guards in the towers.
a Discern Lies Trap: CR 5; magic device; location trigger; automatic reset; multiple targets (all on
octagon); spell effect (discern lies, 12th-level cleric, Will
DC 16); Search DC 29; Disable Device DC 29.
Development: When visitors reach this point,
they are hailed by the guards on the towers, who ask
them to halt and identify themselves. If they fail to
comply, the guards open fire with missile weapons and
spells, and the watch captain arrives within 2 rounds to
lend firepower (see area 3).
If the visitors stop and answer, the guards then ask
what their business is and whether they mean harm to
anyone within the complex. If the trap indicates that
they have lied at any point, the guards deny them entry
and notify the Warmasters’ Council. If visitors who
have lied persist in trying to gain entrance, the guards
attack. A member of the Warmasters’ Council arrives
within 3 rounds and, if the visitors are still alive, decides
whether to admit them or order them driven off.
2. Main Gate (EL 6)
This fortified gate is the main entrance to the complex.
Ahead stands a closed pair of 10-foot-high wooden
gates, painted yellow and reinforced with iron
bands. A bird sheathed in red and orange flame is
emblazoned across the gates.
The gate area has two access points—the outer gates
and a second pair of wooden gates that leads into the
complex. Both sets of gates open outward. A portcullis
behind the outer gate gives the defenders inside the
time and space to cast spells if desired. The portcullis
can be raised and lowered with a winch inside the 10foot-square area between the two sets of gates. This area
is also equipped with an alarm gong.
s Reinforced Wooden Gates: 2 in. thick, hardness 5, hp 15, break DC 16.
s Portcullis: 2 in. thick, hardness 10, hp 60,
Strength DC 25 to lift.
Creatures: Two senior students are stationed
between the two pairs of gates. They rotate every eight
hours, but their schedules are staggered, with one
changing at midnight, the other at 4AM, and so forth
around the clock.
Senior Students (2): hp 17; see The Order of the
Fire Hawk.
Tactics: If intruders force the gate open, the two
warmages inside sound the alarm and then attack with
spells and weapons, while the guards atop the towers
and the curtain wall support their efforts.
3
If they have time to prepare, the senior students cast
blades of fire and true strike, then Melf’s acid arrow or scorching ray as soon as they can see the intruders. They follow
up with magic missile, lesser orbs, and whirling blade.
When the attackers close to melee, they use their morningstars (equipped with the blades of fire, if they had time
to cast it), plus shocking grasp.
Development: Should the alarm sound, the high
warmaster and the Warmasters’ Council take up positions atop the wall within 5 rounds and bring their
ranged attack spells to bear on the intruders. The
students gather on the ground inside the compound,
ready to attack should the inner doors open without the
all-clear signal from their superiors.
3. TOWERS
Each of these round towers stands 30 feet high and has
a crenellated top.
Two towers, each about 30 feet tall, flank the main
gate. Another such tower rises from the curtain
wall on a bluff to the east. Two guards patrol the
top of each tower.
Each tower top has a stockpile of material components,
javelins, and other supplies like those along the wall’s
walkway. Access to the tower is via a door inside the
complex and a spiral staircase. Each of three stories
inside the tower consists of a single round chamber
equipped with beds, tables and comfortable chairs for
off-duty guards, plus extra material components and
supplies for the guards on the wall. At any time, eight
regular guards (male or female human fighter 1) are
sleeping or relaxing inside each tower, and one watch
captain is inspecting one of the three towers.
Students (6): hp 3; see The Order of the Fire Hawk.
Guards (24): hp 5; see The Order of the Fire Hawk.
Watch Captain (Senior Student): hp 17; see
The Order of the Fire Hawk.
Development: If the warmages atop the towers
see intruders approaching, they wait until they reach
the octagonal watchpost (area 1) or stray from the main
road, then hail them, asking them to halt and identify
themselves (see area 1 for details). Should an altercation
break out, the watch captain arrives at the top of one
tower within 2 rounds to lend magical support.
4. STABLE
This stable houses the order’s regular mounts—rugged
mountain ponies accustomed to the high altitude and
difficult terrain.
4
Seven of the stalls in this well-maintained stable
house shaggy mountain ponies about the size of
small horses. The eighth is occupied by a spirited
black thoroughbred with a white mane. Hay peeks
out from the loft above, which is accessible via a
wooden ladder. Saddles and tack are neatly stored
in the west end of the stable.
The horses here are somewhat older than most combattrained mounts. Except for Nightfire, Sereda’s thoroughbred, they are actually retired from active service.
They are used for training in mounted combat.
The students here rotate stable duty, with two arriving morning and evening to see to the horses. Unless
the complex is in danger, the horses are led out onto the
mountainside to graze for four hours each day.
Creatures: The thoroughbred is Sereda’s horse
Nightfire.
Horses (8): Light warhorse; hp 19; see Monster
Manual, page 273.
STUDENTS’ QUARTERS
The students’ quarters are located in the fortress’s
largest building, on the east side of the complex. This
newer structure is two stories tall and has a postern gate
at its rear. The armorer’s shop is attached to the north
end of the building.
The second floor of the residence hall consists of a long
hallway stretching from north to south, with five chambers
on each side. Each of these rooms is identical to area 8.
5. Supply Rooms
These three small rooms are used to store supplies ranging from candles to textbooks. The rooms are kept
locked (Open Lock DC 10), and the senior students
have the keys.
6. Armorer’s Shop (EL 9)
Delkin, a dwarf smith, manufactures all the order’s
weapons and armor in this one-room shop. Read or
paraphrase the following when the PCs approach,
adjusting as needed for the time of day.
Heat emanates from the open door of this small
building. Inside, a short, stocky humanoid works at
a forge. Nearby stands a well-used anvil, neatly
stacked piles of metal ingots and wood, and hooks
for finished products. Weapons and pieces of armor
hang from most of these hooks, but a few are dedicated to more mundane items, such as cookpots and
horseshoes. In the back of the shop hangs a curtain.
The forge operates from dawn till dusk. From time to
time, one or two students may help Delkin in his forge
in order to learn weaponcrafting. Delkin tolerates these
intrusions with as much good grace as he can manage,
but he prefers to work alone or with well-trained help.
Behind the curtain are a bed, a nightstand with a
lamp, and a chest of drawers. This area serves as
Delkin’s bedroom.
Creatures: Delkin is always here except when he
transports weapons to the armory or confers with the
warmasters.
Delkin: Male dwarf expert 6/fighter 3; hp 24.
Tactics: Should anyone try to attack him in his
forge, Delkin drops whatever he is working on and
grabs the nearest sword to defend himself, bellowing
for help as he does. The warmages in the complex are
5
quick to respond (five students respond in 1 round, five
more the next, and the Warmasters’ Council the third),
since their armorer is one of their most valuable
resources.
Development: Delkin cares little about the affairs
of the warmages, so long as they continue to provide
him with his weekly pay and an opportunity to do the
work he likes best. If asked about unusual events in the
complex, he claims to have heard someone skulking
around in the middle of the night a few times. He also
says that one morning he found a suspicious stain on
one of the weapons he had repaired the previous night.
He cleaned it off and reported it to the high warmaster,
who instructed him to be silent about it and inspect
each weapon before returning it to its owner.
7. Students’ Quarters Lobby (EL 8)
The students congregate in the lobby of their residence
hall to chat, study, and debate. Read or paraphrase the
following when the PCs approach, adjusting as needed
for the time of day.
The sound of laughter and song fills this long
chamber. The walls bear marks of impact, as well
as numerous scorch marks. Young humanoids of
all races sit in groups here and there, playing
games, drinking, and talking. At one end, someone strums a lute and sings a song of battle. Lit
torches line the walls, and other lights sit on tables
or hover about students. Tables and chairs stand in
haphazard groups about the room. Two staircases
lead upward into the darkness.
This chamber serves as a common room for the
students training at this facility. When not in classes,
they gather here to play cards and socialize. The marks
on the walls give mute testimony to what happens
when tempers flare and are thus left to serve as
reminders.
Creatures: This building can house a maximum of
eighty students (eight to a sleeping room). At present,
only fifty-two students are enrolled here. They are
distributed more or less evenly within the sleeping
chambers. About a dozen students are in the common
room at a time; the rest are studying, sleeping in their
rooms, attending classes or weapon practice, or standing guard, depending on the time of day.
Students (12): hp 3; see The Order of the Fire Hawk.
8. Student Sleeping Rooms (EL 2, 4, or 13)
Each of these chambers houses eight students, but none
are filled to capacity at present. Two of the rooms on the
6
upper floor are for the eight senior students in the
complex. Bendrik sleeps with four other students in the
southeasternmost chamber on the first floor.
Read or paraphrase the following when the characters enter one of these rooms, adjusting as needed for
the time of day.
Eight beds, made up in military style, ring the
walls of this chamber. At the foot of each is a chest,
and at the head is a small table bearing a lamp and
one or two books.
Rarely are these chambers completely empty, since the
students rotate guard duty and classes around the clock.
The books on the nightstands are textbooks on battle
tactics.
Creatures: Two to four students are asleep in each
room at any given time.
Students (2–4): hp 3 or hp 14; see The Order of the
Fire Hawk.
Tactics: The students are not immediately hostile if
roused; they are merely curious. Should a fight breaks
out in one of these chambers, they need 1 round to arm
themselves. The students lead off with magic missile
spells, then use the rest of their spells to advantage.
Should they be in position to melee, they attempt to
flank their opponents.
Development: These students know only the
basic routines of the complex. A few have heard odd
sounds during the night, but none have encountered
anything unusual.
Treasure: The students’ chests contain mostly
personal belongings. Each of the regular students’
chests also contains 12 gp and a fire hawk symbol (an
enameled pendant, worth 30 gp). Each of the senior
students’ chests contains 80 gp and a jeweled fire hawk
symbol (a gold pendant set with small rubies and
topazes, worth 150 gp). Bendrik’s chest also contains his
scrolls, his sending stone, and a book with notes about the
warmasters’ plans (gleaned from eavesdropping on
conferences). (See Bendrik’s statistics in The Order of
the Fire Hawk for details of these items.)
†New item in Complete Arcane.
CHAPEL
The chapel on the grounds is dedicated to Heironeous,
though the students are free to worship any other
nonevil deity they wish here.
9. Narthex
The entryway of the chapel is lined with statues of various nonevil deities.
The chapel’s double doors stand open, revealing a
15-foot-by-15-foot area ringed with statues of various deities. Pelor is here, along with Wee Jas,
Fharlanghn, Boccob, and others. Before each deity
are several lit votive candles, and each offering box
contains a few coins. On the wall is the inscription, “Temper your power with wisdom.” Across
from the main entrance is another set of double
doors, and a stairway on the west side leads up.
The inscription is the Fire Hawks’ motto, and it refers to
combining magic with good strategy. The stairs lead up
to the balcony over the sanctuary.
10. Sanctuary
This spacious chamber is where the members of the
order gather to worship Heironeous.
The double doors of this chamber open to reveal a
spacious sanctuary dedicated to Heironeous. A
statue of the god stands in the front, next to the
altar, and on the opposite side is a pulpit with a
holy water font next to it. On the altar is a gold
altar service consisting of several candlesticks, a
bowl, and a censer.
Worship services are conducted here weekly, as well as
on special occasions and prior to major battles. This
chamber also serves as an infirmary to house students
injured during spell practice.
Creatures: Melver, the priest of Heironeous, can
be found in this room during the day. He leads all the
religious services for the complex and also provides
healing for students and faculty injured during spell
practice and wargames. The priest also offers wise
advice to Sereda from time to time on matters both
military and mundane.
Melver: Male half-elf cleric 12; hp 42.
Development: Melver is happy to talk with the
PCs as long as he knows that Sereda has given them
permission to probe. He is quite certain that the deaths
here have not all been accidents, and that someone
walks the halls at night. His divinations point to a
hostile presence within the complex, but he has been
unable to pin it down so far.
Treasure: The altar service is worth 1,000 gp.
10a. Cleric’s Chamber
This room serves as Melver’s bedchamber and robing
room. Read or paraphrase the following when the PCs
enter, adjusting for the time of day.
This room is furnished with a bed, a wardrobe, a
table and chair, a nightstand, and a large chest next
to the wardrobe. In the center of the yellow
bedspread is a hawk, picked out in crimson thread.
Melver is here only at night; otherwise he is in area 10.
On the table are notes for his next sermon. The
wardrobe holds his vestments as well as his normal
clothing. On the nightstand is a holy symbol of
Heironeous.
Treasure: The chest is locked (Open Lock DC 20).
It contains a spare altar service (gold plated, worth 500
gp), plus Melver’s traveling clothes and diary. The diary
notes the exact dates and times that he heard mysterious sounds at night, plus a few complaints from
students about “being watched.”
DINING HALL
This building is where food is stored, prepared, and
served. Most of the vegetables for the complex are
grown on the surrounding hillsides, but the fruits and
spices are brought in from Urnst. Hunting parties leave
the complex every two weeks to search for game.
11. Cistern House
Because of the dry climate, the order conserves water
religiously. Rainwater is piped into the cistern here.
This small building has stone walls and a slate roof
with metal gutters suspended all around the
edges. Two drainpipes, one on the east side and
one on the west, run into the building throughholes in the walls. Two doors, both standing ajar,
give access to the structure. Two more drainpipes
run into the building from the gutters around the
adjacent structure.
Beyond the doors is a short flight of steps leading down to a single room with a dirt floor. In the
center of the floor lies a flat, oval piece of wood
about 10 feet by 15 feet. Set in each end is a trapdoor with an iron handle. The drainpipes plunge
into the ground a short distance from the trapdoors. Buckets are piled neatly in the corners of
the room, and a book hangs from a chain by the
south door.
The cistern is about 10 feet deep and holds 9,000 gallons
(a three-month supply for one hundred people if water
is rationed, otherwise a month’s supply). The drains
feed the rainwater collected in the gutters of this
building and the refectory into the cistern.
7
Students must gather water here and sign for each
bucketful they take. Each of the buckets holds 5 gallons
of water. The trapdoors allow easy dipping of buckets.
12. Food Storage
The order’s food stores are kept in these chambers.
12a. Smokehouse
Student hunting parties bring the excess game they kill
here for preservation.
Redolent with the scent of woodsmoke, this chamber is uncomfortably warm. Dressed carcasses of
various animals hang from the rafters. In the
center of the room, a firepit smolders, filling the
chamber with smoke.
The halfling cook (see area 13) tends the fire in this
chamber and determines when the meat is sufficiently
cured.
12b. Pantry
Partly belowground, this chamber functions as a root
cellar and pantry.
Two steps lead down into this chamber from both
entry doors. Rows of shelves stacked with dried
meats, fruits, and vegetables line the walls. Root
vegetables are kept in bins on the floor, and racks
on one side of the room hold wine and ale.
The three cooks enter this chamber perhaps a dozen
times a day in search of ingredients.
13. Refectory (EL 11 or 15)
This chamber functions as the dining room for the
order.
At the north end of this chamber are several long
tables laden with food of all sorts. Roasted meats,
cooked vegetables, and fresh bread occupy one set
of tables, and pies, cakes, and other sweets are
attractively displayed on the other. A stack of
plates rests on one side of each table.
The rest of the room is furnished with long dining
tables covered with white cloths. To either side of
each table is a wooden bench. Condiments of various
kinds are displayed in small pots on each table.
8
The students and faculty dine together here. Each
person serves himself from the tables, cafeteria-style,
then takes his plate to one of the long tables. The high
warmaster rarely dines here, preferring to have her
meals brought to her rooms.
Creatures: All the students and faculty congregate
in this area at mealtimes; about fifteen students are
present at any other time.
Students (15 or 52): hp 3; see The Order of the
Fire Hawk.
Senior Students (8): hp 17; see The Order of the
Fire Hawk.
Warmasters (6): male or female warmage 10; hp 38.
14. Kitchen (EL 2)
Experienced cooks prepare food for the order in this
chamber.
A huge brick oven occupies the southwestern
corner of this chamber. Along the opposite wall is
a large sink, and three long tables stand in the
middle of the room. The walls are lined with
shelves and cabinets. Cookware of various kinds
and packets of spices fill the shelves.
The kitchen is in use from before dawn till well after dusk.
Creatures: The kitchen is staffed by three cooks
(female human expert 2, male human expert 1, and
male halfling expert 1).
HIGH WARMASTER’S QUARTERS (EL 3)
The high warmaster lives in this building with her
faithful butler Carlis. The second floor of this building
contains six guest bedchambers.
The double doors that provide entry to this building
are emblazoned with the order’s symbol (the fire hawk).
Creatures: Two regular students stand guard at the
front doors.
Students (2): hp 3; see The Order of the Fire Hawk.
Carlis: Male halfling expert 5; hp 17.
Tactics: The students politely ask the names and
business of any visitors. One of them goes into the foyer
for a moment and passes along the request for admittance to Carlis, then returns to his post. Carlis takes the
message to Sereda, who decides whether or not to
admit the visitors. Carlis personally takes her reply to
the guards at the doors.
Should the characters try to force their way in, the
guards employ their weapons and spells to the best of
their ability while calling for help. Sereda herself
answers their call in 3 rounds, casting magic missiles
from the doorway. She then employs ray spells and
other targeted effects so as to avoid harming the guards.
If she gives them the signal, the guards flee to allow
Sereda to cast her more damaging area spells.
15. Foyer (EL 4)
This chamber is the entryway of the High Warmaster’s
Quarters. Read or paraphrase the following if the characters gain entrance.
The imposing double doors of this building,
emblazoned with the order’s signature fire hawk
symbol, open to reveal a small foyer decorated in
crimson, orange, and yellow. Chairs upholstered
in vermillion fabric and emblazoned with the fiery
hawk line the chamber, and two racks for outer
garments stand near the entry door. Single
wooden doors lead out to the east, south, and west.
This foyer serves as the waiting area for students wishing a conference with Sereda. Warmasters are generally
shown in immediately.
Creatures: If the characters were announced in the
usual way, Carlis is here to meet them and serve them
refreshments while they wait for an audience. When the
time comes, he leads them into area 18 to see Sereda.
Carlis: Male halfling expert 5; hp 17.
16. High Warmaster’s Study (EL 0 or 15)
The high warmaster uses this chamber to plan the
curriculum for the school.
Books and papers are stacked neatly on the desk in
this comfortable study. The remains of a fire glow
in the hearth, and overstuffed leather chairs and
couches provide comfortable seating. Bookshelves
filled to capacity line the walls. On a small table
next to the couch stands a flat board with miniature soldiers on it, positioned for battle.
The desk contains a typical assortment of pens, paper,
and bottles of ink. The papers atop the desk are sketches
of battle plans that Sereda has made for the next set of
wargames. Also in the desk is a copy of the latest
instructor reports on the students. Three, including
Bendrik, seem to be progressing more slowly than the
others, and in fact seem unable to reliably cast all the
spells that they should. The books on the shelves cover
a wide range of military subjects, from history to battlefield tactics.
Creature: Sereda usually spends her afternoons in
this chamber, working alone.
Sereda Ostarte: hp 55; see The Order of the Fire
Hawk.
17. High Warmaster’s Bedchamber (0 or 15)
The high warmaster sleeps in this chamber.
Disciplined opulence seems to be the theme of
this huge bedchamber. The bed sports a satin
cover embroidered with the fire hawk symbol. On
the nightstand next to it are a lamp and a book. On
the opposite wall is a fireplace flanked by bookshelves. A wardrobe, a table, and two plush chairs
complete the furnishings. The entire room is
impeccably neat and clean.
The book on the nightstand is a history of Rary and
his realm. Sereda has been studying it for clues
about the strange events of recent weeks. The
wardrobe holds her ceremonial garb as well as her
daily clothing. The books on these shelves are her
personal favorites. The subjects range from fanciful
tales of knights and dragons to biographies of
famous leaders.
Creatures: Sereda is here only at night.
18. Audience Chamber (EL 10 or 15)
This room is used for strategic planning sessions and to
discuss performance issues and complaints with staff
and students.
The walls of this chamber are painted white and
hung with tapestries depicting famous battles of
ages past. A great oval table, made of oak and
surrounded by chairs, dominates the center of the
room. At one end of the chamber stands a group of
small camp chairs.
Sereda sits on one of the camp chairs to talk with
students in the mornings, and one of the warmasters
takes over that task for her during the afternoon. She
had the camp chairs brought in to replace the
thronelike chair that her predecessor used. Important
meetings and strategy sessions take place around the
table.
Creatures: Either Sereda or one of the warmasters is here with one or more students during
the day.
Sereda: hp 55; see The Order of the Fire Hawk.
Warmaster: Male or female warmage 10; hp 38.
WARMASTERS’ HALL
This building is where the students take their classes.
Each of the six warmasters has a private bedchamber on
the second floor.
19. Armory
The order’s weapons and armor are stored here.
9
This spacious chamber is divided into sections—
one for armor, one for melee weapons, and one for
ranged weapons. All are neatly organized by type
and size and stored on racks.
The armor is all of the light category, since anyone in
the complex who can wear heavier armor has his own.
For the same reason, the weapons are all simple ones.
None of the items here are magical. Delkin makes a
daily trip to this building wheeling a cart full of freshly
repaired or newly made weapons and armor.
20. Hall of Fame
This hallway partially encircles the Warmasters’ Hall.
The entry hall to this building is festooned with
portraits and statues. Their nameplates proclaim
them to be previous high warmasters and heroes
of the Fire Hawk.
The artwork here is of value only to those interested in
the order.
21. Classroom (EL 13)
This chamber is where the warmasters instruct students
in spellcasting and teach them basic battlefield strategy.
This chamber smells of fresh paint, and the walls
and floor bear marks of impact. Large pieces of slate
are affixed to the walls, and on each is what appears
to be a battle plan, with circles to represent various
forces and arrows marked with spell names.
This chamber is repainted weekly by a team of regular
students. No large-area spells are cast in here, but the
targeted ones are sometimes practiced—and they
sometimes go astray.
Creatures: When in use, this chamber accommodates up to thirty people.
Warmaster: Male or female warmage 10; hp 38.
Students (10-30): hp 3; see The Order of the Fire
Hawk.
22. Library (EL 5)
The order’s prized collection of books is kept in this
chamber.
Rows of bookshelves fill this chamber from end to
end. In one corner stands a desk with a chair.
Students browse among the stacks, and some sit and
read in chairs conveniently placed around the room.
10
The library holds no magic books of any sort, but it does
have an excellent collection of books on military
history, spellcasting theory, schools of magic, and other
arcane subjects.
Creatures: During the daylight hours, one of the
senior students mans the circulation desk, marking
down who removes volumes from the library.
Librarian (Senior Student): hp 14; see The
Order of the Fire Hawk.
Students (5): hp 3; see The Order of the Fire
Hawk.
23. Inner Circle Chamber
This room is reserved for conferences between the high
warmaster and her six underlings.
Seven overstuffed chairs upholstered in crimson
stand around an oval table. A sideboard holds a
crystal decanter and matching wineglasses. On
one wall hangs a piece of slate. A stack of books
rests on a small table in one corner.
This room is unoccupied except for weekly staff meetings. At such gatherings, the warmasters discuss the
progress of various students, discipline problems, and
safety issues.
The books contain the progress reports on various
students. A red line drawn through a student’s record
indicates death, and a mark that resembles a pair of
wings at the end of an entry indicates a disappearance. A
successful Decipher Script check allows a character to
read the code that the warmasters use to track a student’s
progress and discover that the deaths and disappearances were among the order’s most promising students,
and that only one of these ever constituted a serious
discipline problem. Characters who read the books also
discover that Bendrik is one of three students who does
not seem to be progressing as he should. His problem, as
noted here, is that his ability to cast certain spells seems
unreliable, and his technique is poor for certain spells. A
lack of proper discipline is blamed. The other two
students seem to have similar difficulties.
THE ORDER OF
THE FIRE HAWK
The current high warmaster of Tarth Moorda is Sereda
Ostarte. She and the six warmasters (10th-level
warmages) who report to her make up the Warmasters’
Council. Each of the warmasters has a specialty that
makes his contribution valuable. One is an elemental
savant, another is an expert with the use of wands, and
a third spent time as a fighter before becoming a
warmaster. The six warmasters directly oversee the
training of initiates, teach classes, and monitor
wargames in the open areas of the complex.
Sereda has for some time been attempting to ferret
out information about Rary’s sinister realm in the
Bright Desert. Unbeknownst to her, a spy for Rary is
even now in the midst of her order, gathering information about its strengths and weaknesses and preparing
to eliminate some of its more powerful members,
including Sereda herself. The spy is Bendrik Sogoth,
who is posing as an ordinary student.
D Sereda Ostarte: Female human warmage 15;
CR 15; Medium humanoid; HD 15d6; hp 55; Init +0;
Spd 20 ft.; AC 21, touch 10, flat-footed 21; Base Atk +7;
Grp +8; Atk +12 melee (2d6+2/19–20, +1 skillful
greatsword) or +8 ranged (1d8+1/19–20, +1 distance light
crossbow); Full Atk +12/+7 melee (2d6+2/19–20, +1 skillful greatsword) or +8 ranged (1d8+1/19–20, +1 distance
light crossbow); SQ advanced learning, armored mage
(heavy), warmage edge +7; AL LN; SV Fort +8, Ref +8,
Will +9; Str 13, Dex 11, Con 10, Int 16, Wis 8, Cha 18.
Skills and Feats: Concentration +18, Craft (armorsmithing) +11, Craft (weaponsmithing) +11, Intimidate
+19, Jump –14, Knowledge (arcana) +18, Knowledge
(history) +18, Spellcraft +20; Battle Caster, Combat
Casting, Craft Magic Arms and Armor, Explosive Spell,
Extra Edge, Great Fortitude, Lightning Reflexes,
Sudden EmpowerB, Sudden EnlargeB, Sudden WidenB.
Advanced Learning (Ex): Sereda has added two
spells to her spell list (already included in Spells
Known, below).
Armored Mage (Ex): Sereda can wear heavy
armor with no chance of arcane spell failure because of
this ability and her Battle Caster feat.
Warmage Edge (Ex): Whenever Sereda casts a
spell that deals hit point damage, she adds +7 to the
amount of damage dealt.
Warmage Spells Known (6/7/7/7/7/6/6/4; caster level
15th): 0—acid splash, disrupt undead, light, ray of frost (+7
ranged touch); 1st—accuracy†, burning hands (DC 15),
chill touch (+8 melee touch, DC 15), fist of stone†, hail of
stone†, magic missile, lesser orb of acid†, lesser orb of cold†,
lesser orb of electricity†, lesser orb of fire†, lesser orb of sound†,
shocking grasp (+7 ranged touch), Tenser’s floating disk, true
strike; 2nd—blades of fire†, continual flame, fire trap, fireburst† (DC 16), flaming sphere (DC 16), ice knife† (DC 16),
Melf’s acid arrow (+7 ranged touch), pyrotechnics, scorching
ray (+7 ranged touch), whirling blade†; 3rd—fire shield,
fireball (DC 17), flame arrow, gust of wind (DC 17), ice
storm, lightning bolt (DC 17), poison (DC 17), ring of blades,
sleet storm, stinking cloud (DC 17); 4th—blast of flame†
(DC 18), contagion (DC 18), Evard’s black tentacles, orb of
acid† (DC 18), orb of cold† (DC 18), orb of electricity† (DC
18), orb of fire† (DC 18), orb of force† (DC 18), orb of sound†
(DC 18), phantasmal killer (DC 18), shout (DC 18); 5th—
arc of lightning† (DC 19), cloudkill (DC 19), cone of cold
(DC 19), mass fire shield, greater fireburst† (DC 19), flame
strike (DC 19), prismatic ray† (DC 19), sending; 6th—acid
fog, chain lightning (DC 20), circle of death (DC 20), disintegrate (DC 20), fire seeds (DC 20), Otiluke’s freezing sphere
(DC 20), Tenser’s transformation; 7th—delayed blast fireball
(DC 21), earthquake (DC 21), finger of death (DC 21), fire
storm (DC 21), Mordenkainen’s sword, prismatic spray (DC
21), sunbeam (DC 21), waves of exhaustion.
Possessions: +3 full plate armor, +1 skillful† greatsword, +1
distance heavy crossbow with 10 bolts, cloak of Charisma +2,
necklace of fireballs type II, vest of resistance +1†, 2 potions of
cure moderate wounds.
† New in Complete Arcane.
Description: Sereda is a human woman perhaps 40
years of age. Her face is serious, and though she always
appears to be in deep thought, she is keenly observant.
Her hair is black with gray streaks, and her frame is thin
but wiry.
Sereda has fought in several major battles and distinguished herself as a warmage. She has been a member
of the Fire Hawks ever since the order was founded, but
she harbors private doubts about the wisdom of pursuing battle magic to the exclusion of all else, and she
relies heavily on Melver, the priest of Heironeous, for
advice on filling the gaps in the order’s defenses.
Despite such musings, however, she is determined to
train her students well, and she asks nothing less than
perfection from her students and staff.
D Bendrik Sogoth: Male human fighter
4/sorcerer 3/Suel arcanamach 6; CR 13; Medium
humanoid; HD 4d10+4 plus 3d4+3 plus 6d8+6; hp 71;
Init +0; Spd 30 ft., AC 13, touch 10, flat-footed 13; Base
Atk +9; Grp +10; Atk +12 melee (1d4+4 plus
poison/19–20, dagger of venom) or +10 melee (1d8+1,
morningstar) or +9 ranged (1d8, light crossbow); Full Atk
+12/+7 melee (1d4+4 plus poison/19–20, dagger of venom)
or +10/+5 melee (1d8+1, morningstar) or +9 ranged (1d8,
light crossbow); SA spell-like abilities; SQ dispelling
strike 2/day, extended spellstrength, ignore spell failure
chance 10%, tenacious spells; AL NE; SV Fort +8, Ref +7,
Will +11; Str 12, Dex 10, Con 13, Int 14, Wis 10, Cha 18.
Skills and Feats: Bluff +14, Climb +2, Concentration
+5, Diplomacy +6, Disguise +14, Escape Artist +5,
Handle Animal +11, Hide +7, Intimidate +6, Jump +8,
11
Knowledge (arcana) +7, Ride +9, Search +12, Spellcraft
+8, Swim +8, Tumble +6; Blind-FightB, Combat Casting,
Extra Spell† (accuracy†), Extra Spell† (hail of stone†), Iron
Will, Mage Slayer†, Soul of the North†, Weapon Focus
(dagger)B, Weapon Specialization (dagger)B.
Spell-Like Abilities: 1/day—chill touch (+10 melee
touch, DC 14), ray of frost (+9 ranged touch), resistance.
Dispelling Strike (Su): Twice per day, Bendrik
can attempt a dispelling strike with one normal melee
attack. If he hits, he deals normal damage, and the
victim is subject to a targeted greater dispel magic. If
Bendrik makes a dispelling strike with no spells or
effects to dispel, it has no effect, but that use of the ability is used up for the day.
Extended Spellstrength (Ex): The duration of
any of Bendrik’s Suel arcanamach spells that he targets
on himself is doubled, as if affected by the Extend Spell
feat (but without any adjustment to the spell’s effective
level or casting time). Spells that target multiple creatures are affected by this power, but only Bendrik gains
the extended duration. Spells that do not have a Target
entry are unaffected by this power even if Bendrik is
the only one affected.
Ignore Spell Failure Chance (Ex): Bendrik
subtracts 10% from his total arcane spell failure chance.
Tenacious Spells (Ex): Add 6 to the DC required
to dispel Bendrik’s Suel arcanamach spells.
Suel Arcanamach Spells Known (4/4/3/1 per day; caster
level 6th): 1st—expeditious retreat, fist of stone†, true strike;
2nd—cat’s grace, locate object, whirling blade†; 3rd—fly,
nondetection; 4th—greater invisibility.
Sorcerer Spells Known (6/6 per day; caster level 6th):
0—acid splash, detect magic, disrupt undead, light, read
magic; 1st—accuracy†, burning hands (DC 15), hail of
stone†, lesser orb of cold†, magic missile.
Possessions: +1 leather armor, dagger of venom, ring of
theurgy (lesser orb of acid, lesser orb of electricity, lesser orb of
fire)†, hat of disguise, sending stone†, 2 scrolls of lesser orb of
acid†, 2 scrolls of lesser orb of electricity†, 2 scrolls of lesser
orb of fire†, 2 scrolls of lesser orb of sound†, 2 scrolls of
shocking grasp.
† New in Complete Arcane.
12
Description: Bendrik is a nondescript human about 35
years of age. With his hat of disguise, however, he appears
as young as the 1st-level students. Bendrik has studied
warmages for years, and the Order of the Fire Hawk is
not the first group of them that he has infiltrated.
Bendrik has been responsible for all the deaths and
disappearances the Fire Hawks have experienced in the
past few weeks. He has used the benefits of his Mage
Slayer feat and his ability with weapons, as well as his
own spells and his dagger of venom, to kill most of them
quickly and quietly. Each night that he does not have
guard duty, Bendrik prowls a portion of the complex
invisibly, seeking information that he can transmit to
his employers via the sending stone with which they
provided him.
With his sorcerer spells, his Suel arcanamach spells,
and his Extra Spell feats, Bendrik can actually cast
most of the spells to which a 1st-level warmage has
access. The rest he can simulate through his spell-like
abilities and the spells stored within his ring of theurgy.
When he uses his chill touch and ray of frost spell-like
abilities, or produces a spell effect from his ring of
theurgy, he makes a Bluff check opposed by the
observers’ Spot or Spellcraft checks to hide the fact
that he is not actually casting the spell. He gains a +2
bonus on his Bluff check for his ranks in Spellcraft.
The warmasters gain the same bonus on their Spot or
Spellcraft checks to oppose.
Bendrik keeps his scrolls in reserve and uses them to
replenish his ring. But the fact that he must guess
which additional spells he will need means that he
occasionally doesn’t have access to a spell that is
demanded. This lack has caused the warmasters to note
that he is not making as much progress as he should
and to speculate as to the cause. Bendrik knows that he
cannot stay here much longer, and he hopes to deal the
Fire Hawks a lethal blow by assassinating one or more
of the warmasters before he leaves.
D Student: Male or female human warmage 1; CR 1;
Medium humanoid; HD 1d6; hp 3; Init +1; Spd 30 ft.; AC
15, touch 11, flat-footed 14; Base Atk +0; Grp +1; Atk +2
melee (1d8+1, masterwork morningstar) or +2 ranged
(1d8/19–20, masterwork light crossbow); SQ armored
mage (light), warmage edge +2; AL LN; SV Fort +0, Ref +1,
Will +1; Str 13, Dex 12, Con 10, Int 14, Wis 8, Cha 15.
Skills and Feats: Concentration +4, Intimidate +6,
Knowledge (arcana) +6, Knowledge (history) +6, Listen
+1, Spellcraft +6, Spot +1; Alertness, Combat Casting.
Armored Mage (Ex): A student can wear light
armor with no chance of arcane spell failure.
Warmage Edge (Ex): Whenever a student casts a
spell that deals hit point damage, he adds +2 to the
amount of damage dealt.
Warmage Spells Known (5/4 per day; caster level 1st):
0—acid splash, disrupt undead, light, ray of frost (+1 ranged
touch); 1st—accuracy†, burning hands (DC 13), chill touch
(+1 melee touch, DC 13), fist of stone†, hail of stone†, magic
missile, lesser orb of acid†, lesser orb of cold†, lesser orb of electricity†, lesser orb of fire†, lesser orb of sound†, shocking grasp
(+1 ranged touch), true strike.
Possessions: Studded leather armor, light steel shield,
masterwork morningstar, masterwork light crossbow
with 10 bolts, 2 potions of cure light wounds, scroll of accuracy, scroll of burning hands, scroll of lesser orb of fire,
scroll of true strike.
D Senior Student: Male or female human
warmage 4; CR 4; Medium humanoid; HD 4d6; hp 17;
Init +1; Spd 30 ft.; AC 19, touch 11, flat-footed 18; Base
Atk +2; Grp +3; Atk +4 melee (1d8+2, +1 morningstar) or
+4 ranged (1d8/19–20, masterwork light crossbow); SQ
advanced learning, armored mage (medium), warmage
edge +4; AL LN; SV Fort +1, Ref +2, Will +3; Str 13, Dex
12, Con 10, Int 14, Wis 8, Cha 16.
Skills and Feats: Concentration +7, Intimidate +10,
Knowledge (arcana) +9, Knowledge (history) +9,
Spellcraft +11; Battle Caster, Combat Casting, Extra Edge.
Advanced Learning (Ex): A senior student has
added one spell to her spell list (already included in
Spells Known, below).
Armored Mage (Ex): A senior student can wear
medium armor with no chance of arcane spell failure
because of this ability and her Battle Caster feat.
Warmage Edge (Ex): Whenever a senior student
casts a spell that deals hit point damage, she adds +4 to
the amount of damage dealt.
Warmage Spells Known (6/7/4 per day; caster level
4th): 0—acid splash, disrupt undead, light, ray of frost (+3
ranged touch); 1st—accuracy†, burning hands (DC 14),
chill touch (+3 melee touch, DC 14), fist of stone†, hail of
stone†, magic missile, lesser orb of acid†, lesser orb of cold†,
lesser orb of electricity†, lesser orb of fire†, lesser orb of sound†,
shocking grasp (+3 ranged touch), Tenser’s floating disk, true
strike; 2nd—blades of fire†, continual flame, fire trap, fireburst† (DC 15), flaming sphere (DC 15), ice knife† (DC 15),
Melf’s acid arrow (+3 ranged touch), pyrotechnics, scorching
ray (+3 ranged touch), whirling blade†.
Possessions: +1 studded leather armor, +1 morningstar,
masterwork light crossbow with 10 bolts.
D Hired Guards: Male or female human fighter 1;
CR 1; Medium humanoid; HD 1d10+1; hp 6; Init +2;
Spd 20 ft. ft.; AC 19, touch 12, flat-footed 17; Atk or Full
Atk +4 melee (1d8+2/19–20, masterwork longsword) or
+4 ranged (1d8+2/[TS]3, masterwork composite longbow [+2 Str bonus]); AL N; SV Fort +3, Ref +2, Will +0;
Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 8.
Skills and Feats: Climb –1, Handle Animal +3, Jump
–5, Listen +2, Ride +6, Spot +2; Alertness, Cleave, Power
Attack.
Possessions: Chainmail, heavy steel shield, masterwork
longsword, masterwork composite longbow (+2 Str
bonus) with 20 arrows.
A TYPICAL DAY IN TARTH MOORDA
In Tarth Moorda, the day begins at dawn, with a wakeup call from the bell outside the armorer’s shop. After
breakfast, the students divide into groups, with some
going to class in the Warmasters’ Hall, some participating in outdoor weapon or spell practice, some on guard
duty, and the rest sleeping. These positions rotate
throughout the day. Lunch occurs at midday, and
supper at dusk. The students have the opportunity to
talk and play games in the lobby of the Students’
Quarters in the evenings and between their other
engagements.
Sereda Ostarte spends some time each day observing
the students, as do the other warmasters. Each keeps
notes on the students’ progress, and the council
members compare notes weekly.
The senior students are those who have spent some
time in the armed forces or adventuring, but returned
to the academy for private tutoring from the instructors. In return for this service, they act as guards, advisors, and residence hall monitors.
ADVENTURE OPTIONS
The PCs could visit Tarth Moorda for many reasons. As
DM, you know best how to work a particular site into
your storyline, but you can use the ideas below as inspiration.
• The PCs happen upon the site while traveling from
Urnst to the Bright Desert.
• The characters have been sent to the complex by the
Duke of Urnst in response to Sereda’s request for aid
in finding a possible infiltrator.
• Sereda heard of the PCs’ exploits and invited them to
the complex for a special mission.
ABOUT THE AUTHOR
Penny Williams joined the roleplaying game industry
as game questions expert for TSR, Inc. in the 1980s.
Since then, she has served as RPGA Network
Coordinator, Polyhedron Newszine editor, and senior
editor and coordinating editor for the RPG R&D
Department at Wizards of the Coast, Inc. Now a busy
freelancer, Penny edits for several game companies.
When not enhancing the cruelty of designers’
creations, Penny puts up jam, works jigsaw puzzles, and
tutors students in math and science.
13